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Dominaria Leak v3(cleaned)

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  1. Dominaria released doubts
  2.  
  3. Compilation: Eli Shiffrin, with contributions from Laurie Cheers, Carsten Haese, Nathan Long, Cai Terry, and Thijs van Ommen
  4.  
  5. This file was recently updated on January 31, 2018
  6.  
  7. This "Disclosure" article contains information related to the release of the new series of Magic Winds, as well as all clarifications and judgments in the series. With the increasing number of new mechanisms and interactions, new cards will inevitably lead players to interpret them with misconceptions or confuse their use. The purpose of this article is to clarify these common problems and allow players to enjoy new cards. pleasure. With the release of the new series, the rules update of the Magic Cloud Club may make the information in this article obsolete. If your question cannot be answered in this article, please contact us here: Wizards.com/CustomerService.
  8.  
  9. The "General Interpretation" section contains listing information and explains the mechanisms and concepts in this series.
  10.  
  11. The "Single-Card Confusion" paragraph provides the player with the most important, common, and confusing questions about this series. The "Single Card Confusion" section will list you the complete rules. However, due to space limitations, only the cards in this series are listed.
  12. -----
  13.  
  14. General rule of doubt
  15.  
  16. Listing information
  17.  
  18. The Dominaria series includes 269 cards (20 basic, 101 regular, 80 non-ordinary, 53 rare, and 15 rare) that will appear in the replenishment pack. There are 10 cards that will only appear in the Dominican Planeswalker deck, and a unique gift card (as a "buy a box" promotional gift card in the Dominaria series stores).
  19.  
  20. Magical Encounters Experience Day: April 14-15, 2018
  21. Pre-sales Weekend: April 21-22, 2018
  22. Rotating weekends: April 28-29, 2018
  23. Magic League Tournament: April 30, 2018
  24. Standard match duel: May 6, 2018
  25. Store Championship: June 30 - July 1 2018
  26.  
  27. Since the official launch date (April 27, 2018, Friday), the Dominaria series can be used in a certified constructor's play. At this moment, the following card series will be used in the standard system: Karadakh, Ethereum, Amonca, Disillusionment, Ixia, Isaiah, and Dominaria. Cards with the "W17" series of symbols in the welcome deck (and other ancillary products) are also allowed to be used in the standard format.
  28.  
  29. Please visit Magic.Wizards.com/Rules for a complete list of available card series and disabled cards.
  30.  
  31. Please check with Wizards.com/Locator for an event or vending shop near you.
  32. -----
  33.  
  34. Dominaria story focus card
  35.  
  36. The Dominaria story contains many important moments, some of which are critical moments - called "the focus of the story" - will be presented on the cards. You can read more about these events in the magic situation story on mtgstory.com.
  37.  
  38. Story focus 1: The edge is gone
  39. Story Focus 2: Life and Death
  40. Story Focus 3: Final Break
  41. Story Focus 4: Persian Borras
  42.  
  43. The story focus card will have a Planeswalker symbol in the text field of the card. This symbol has nothing to do with the game. The printed cards also include the website of mtgstory.com and a number indicating the order in which the cards appear in the story.
  44. -----
  45.  
  46. New mechanism: Chuan card
  47.  
  48. The Dominaria series introduces a new category of enchantment: discipline. Each discipline will start a new chapter in each of your rounds and will tell you about the development of important events in the past.
  49.  
  50. The history of Binaria
  51. {1}{white}{white}
  52. Enchantment ~ discipline
  53. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  54. I, II—Delivers a 2/2 white knight-derived creature with vigilance.
  55. III—The knight you control gets +2/+1 until end of turn.
  56.  
  57. * As the discipline enters the battlefield, its controller places a learning indicator on it. At the beginning of your pre-combat phase (immediately after the draw step), you place a further learning indicator on each discipline you control. Stacking of academic indicators in the discipline as described above will not be used.
  58.  
  59. * Each symbol to the left of the Chronicle text field represents a chapter ability. A chapter ability is a triggered ability. For any chapter ability, if the number of pointers in the chapter is equal to or greater than the chapter number of this ability after the new academic pointer is placed on the discipline, this ability It will trigger. The chapter ability will enter the stack and can be responded to.
  60.  
  61. * If the number of learning counters already in the transmission discipline is equal to or greater than the chapter number of a chapter's ability, the previous chapter's power is no longer triggered when new scholarship counters are placed on that discipline. For example, if you put a new learning counter on a discipline that already has two learning counters, it triggers chapter III of that discipline, but does not trigger section abilities I and II again.
  62.  
  63. * Once the chapter abilities are triggered, the abilities on the stack will not be affected, regardless of whether the discipline has gained or lost an indicator or if the discipline has left the battlefield.
  64.  
  65. * If several chapter abilities trigger at the same time, the controller of these abilities places them in the stack in any order. If any of these abilities require a target, then you decide on the target when putting the abilities into the stack, and all of the abilities triggered at that time are not yet settled.
  66.  
  67. * If you have removed an indicator from a discipline, the chapter's ability to trigger the chapter will still be triggered when it is newly acquired. Remove Instruction Indicator This action does not trigger chapter abilities of previous chapters.
  68.  
  69. * Once the number of scholarship counters in the transmission discipline is equal to or greater than the largest chapter number number of the chapter's ability in this discipline (in the Dominaria series, this number is three), the chapter's ability After leaving the stack (most likely due to completion of the settlement or counterattack), the controller of the discipline must immediately sacrifice it. This is a state action and does not require stacking.
  70. -----
  71.  
  72. Important theme: legendary permanent
  73.  
  74. Familiar and new legendary characters have come to the scene to show their talents in the air. There will be at least one legendary creature in each pack of Dominaria supplements. In this series, "Legend" is not limited to creatures, but there are many other types of legendary cards.
  75.  
  76. Eternal Master Qiu Da
  77. {1}{blue}{red}{white}
  78. Legendary creatures ~ human / magician
  79. 4/3
  80. flight
  81. You can pay {white}{blue}{black}{red}{green} instead of paying the magical power of the spell you cast.
  82.  
  83. Amber Ma Ke
  84. {zero}
  85. Legendary artifact
  86. {Tap}: Adds a little magical power, the color of which is the color of any of the legendary creatures and planeswalkers you control.
  87.  
  88. * Beginning with the Dominican series, legendary cards other than planeswalkers will be printed in a slightly modified new card frame, with ornamentation added to the name column. This change only affects the style of the cards and has no regular meaning, but it should help players recognize the legendary cards at a glance during the game.
  89.  
  90. * If a player controls two or more legendary permanents of the same name, the player chooses to leave one and puts the rest in their owner's graveyard. This is called "legendary rules."
  91.  
  92. * "Legendary Rules" is about the legendary permanent English name is exactly the same. For example, you can control the tunes master Tiffany and the Dominican hero Taffeili at the same time.
  93.  
  94. * Legendary Rules need not be stacked. Once you control two legendary permanents of the same name, you will not be able to take any action until the legendary rules come into effect. If any of the abilities are triggered by a new legendary permanent entering the battlefield, those abilities will enter the Stack after the Legend Rules come into effect.
  95.  
  96. * There is no limit to the legendary supercategory on the permanent, except for "Legendary Rules." You can manipulate any number of legendary permanents of different names, and your deck can contain any number of legendary cards (but not more than four of the same name).
  97. -----
  98.  
  99. New Mechanism: Legendary Witchcraft
  100.  
  101. The new Legendary Witchcraft card debuted in the Dominaria series, setting the plate for the extraordinary moments of the past. However, these powerful spells can be cast only if there are legendary creatures or planeswalkers to help out.
  102.  
  103. Kesar's destruction of the world shock
  104. {4}{white}
  105. Legendary witchcraft
  106. (Legendary Witchcraft can only be cast when you control legendary creatures or planeswalker.)
  107. Exile all non-legendary non-permanent land.
  108.  
  109. * You can not cast legendary sorcery unless you are controlling legendary creatures or legendary planeswalker. Once you start casting legendary witchcraft, loss of control of the legendary creature and planeswalker at this time will not affect the spell.
  110.  
  111. * In addition to cast restrictions, the legendary witchcraft super category itself does not add other rules and constraints. You can cast any number of Legend Wizards in a single round, and your deck can contain any number of Legends (but not more than four with the same name).
  112. -----
  113.  
  114. New words: historical sites
  115.  
  116. The deep and mysterious history of Dominaria's time and space is presented in papers through the series of legends, legends and artifact cards. Some of these cards will give you extra benefits when you use the historic sign to commemorate the splendid past of time and space. Historical sites are game terms that refer to cards that meet at least one of the following criteria: a legendary supercategory; an artifact classifier of this card; or a discipline that records this enchantment category.
  117.  
  118. Clear sky captain Yuyala
  119. {2}{Blue}{Red}
  120. Legendary creatures ~ human / artifact division
  121. 3/3
  122. Whenever you cast a historic spell, draw a card. (Artifacts, legends, and disciplines are historical sites.)
  123.  
  124. * As long as a card, spell, or permanent has a legend of this supercategory, this is an artifact of this card type or subcategory. Even if the object complies with both of the above two conditions, it will not make the historical value of the object even higher and will not provide an additional bonus. The object is divided into two categories: "historical trace" and "non-historical trace."
  125.  
  126. * Some abilities trigger on "Whenever you cast a history spell". Such an ability will be settled one step further than the spell that triggered it. Even if the spell is countered, this ability will still be settled.
  127.  
  128. * If a historic signboard is put straight into the battlefield without being cast, it will not trigger the ability to be annotated with "whenever you cast a history spell".
  129.  
  130. *Because lands will never be cast, using legendary land does not trigger the ability to trigger on "Whenever you cast a historic spell." If the cards on the battlefield turn into legendary places (such as Ixia and the double-sided cards in the tiebreaker Esharan), such abilities won't trigger.
  131. -----
  132.  
  133. Comeback keywords: increase
  134.  
  135. Increase the backout keyword allows you to pay more to make the spell more powerful.
  136.  
  137. Gluttonous Barossi
  138. {2} {Green} {Green}
  139. Creature - Beast
  140. 4/4
  141. Increase {4} (You can pay {4} when you cast this spell.)
  142. If gluttonous Barosi has increased, it has three +1/+1 counters on the battlefield.
  143.  
  144. There is no change in the rules of increase compared to the time of its last appearance.
  145.  
  146. * You can not pay the increase fee more than once.
  147.  
  148. * You can not increase it if you put the permanent creature with the ability to increase into the battlefield without cast.
  149.  
  150. * The copy has also been increased if you copied an increased spell or magic spell. If a card or derivative enters the battlefield as a replica of a permanent, the new permanent does not increase, even if the original permanent increases in magnitude.
  151.  
  152. * To calculate the total cost of a spell, start with the cost of mana you want to pay (or an alternative fee, which allows you to pay for such fees if there are other cards), plus the amount of cost increase (for example, Can), then subtract the amount of cost reduction. Regardless of the total cost of cast spells, its total mana cost will not change.
  153. -----
  154.  
  155. Rules change: Damage can not be transferred to Penlover
  156.  
  157. Previously, if the source you control will deal non-combat damage to an opponent, you can transfer that damage and instead cause the source to deal damage to one of the planeswalkers controlled by the opponent. This rule will be removed from the game as the Dominaria series goes on sale. A large number of cards that cause a certain amount of damage to the "target player" will receive errata. The principle of errata is:
  158.  
  159. • The target creature or player marked in the ability is changed to any one of the targets.
  160. • The target player marked in the ability is changed to Target player or Planeswalker. However, if the amount of damage done is calculated based on information from the player or the object being manipulated by the player, the ability will not be modified. This type of ability will only deal damage to the player.
  161. • The target opponent marked in the ability is changed to Target opponent or Planeswalker (also follow the above exception). Such spells and abilities can target Planeswalker you control.
  162. • The ability to cause damage without having to specify a target has not been undone (except for the ability of a bottled woman).
  163.  
  164. In addition to the above changes, amendments were also made to a small number of other cards that affected the number of injuries caused. In particular, the effect of harm to a target can be prevented and errata following the above principles can be obtained.
  165.  
  166. Master lightning
  167. {2}{Red}
  168. moment
  169. If you control a magician, this spell is reduced by {2} to cast.
  170. Master lightning strikes deal 3 damage to any target.
  171.  
  172. Yahya's burning purgatory
  173. {X}{Red}{Red}
  174. Legendary witchcraft
  175. (Legendary Witchcraft can only be cast when you control legendary creatures or planeswalker.)
  176. Yaya's Fire Purgatory inflicts X damage on up to three targets each.
  177.  
  178. * If a spell or ability needs to specify a target, but the target does not say anything, the target can be a creature, a player, or a Penlo. Such narratives may be abbreviated as "any one goal" or "another goal" and may include numbers such as "up to three goals." Targets or permanents that are not creatures or planeswalker can not be targeted in this way.
  179.  
  180. * In response to this rule change, we erred more than 700 cards. To view the current statement of the card, including the errata it received, go to http://Gatherer.Wizards.com.
  181.  
  182. In the cards printed in the Dominaria series, there are still certain cards that can only deal damage to creatures and/or players, and not damage to planeswalkers (such as the Flames in Planeswalker decks.) Yong Zhuo and Zhuo Zhe donated a card and celebrated the day). Although other cards similar to these cards have received errata, you still need to follow the printed statements on the cards to choose targets for these cards.
  183.  
  184. Dance flame Yong Qian Qian
  185. {4} {Red} {Red}
  186. Legend Riverside ~ Qian Qian Zhuo
  187. +1: Add {red}{red}. Wu Yan Yong will cause Zhuo Zhu to deal 2 damage to the target player.
  188. −3: Wu Yan Yong will cause Zhuo Zhu to deal 3 damage to target creature or planeswalker.
  189. −7: Wu Yan bravely conjures 10 points of damage to target player and each creature and planeswalker they control.
  190.  
  191. Wing fire and Song Day
  192. {4} {red} {white}
  193. Legendary creature ~ Minotaur / Monk
  194. 4/6
  195. The red instant and witchcraft spells you control have life abilities.
  196. Whenever a white instant or sorcery spell grants you life, Bonfire and Sunday deals 3 damage to target creature or player.
  197. -----
  198.  
  199. New words: Many non-functional changes
  200.  
  201. Also starting from the Dominaria series, there are minor changes to the general terminology used in the Magic Fair. Such changes only affect the style of writing and do not change the card functionality.
  202.  
  203. Remove the "mana pool" message in the card description. This concept still exists in the rules of the game. If effective, the player is required to add a certain amount of mana, then the player adds the mana into the mana pool.
  204.  
  205. Luo Yan Fairy
  206. {green}
  207. Creature - Fairy / Druid
  208. 1/1
  209. {tap}: Add {green}.
  210.  
  211. In the English version of the Magic Situations, it uses "they" as the third person singular pronoun for the player instead of "he or she". (Annotation: The Chinese version of the narrative will use the context as its context, but it still uses "he" as an asexual synonym to use.)
  212.  
  213. Homer explorer
  214. {3}{Blue}
  215. Creature - Homer / Scout
  216. 3/3
  217. When a Homer explorer enters the battlefield, the target player places the top four cards of his library in his graveyard.
  218.  
  219. For abilities that affect spell behavior on the stack, such as additional costs, use "this mantra" instead of the full name when referring to yourself.
  220.  
  221. Master barge
  222. {I}{Blue}{Blue}
  223. moment
  224. If you control a magician, this spell is reduced by {1} to cast.
  225. Counter target spell.
  226.  
  227. Finally, a line is added between the rules statement and the background description on the card to show the difference.
  228. -----
  229.  
  230. Combination: "check ground"
  231.  
  232. In the Dominaria series, there is a set of five pairs of color and color to protect your magical needs. These cards first appeared in the Ignatius series, while their neighboring versions recently appeared in the Ixia series.
  233.  
  234. Isolated chapel
  235. Ground
  236. Unless you control the plains or swamps, orphaned chapel must be tapped into the battlefield.
  237. {tap}: Add {white} or {black}.
  238.  
  239. * This two-color to the battlefield ability to check is controlled by your control whether or not to include the specified one of two categories, rather than check the specified name. The land that meets their inspection criteria does not have to be basic. For example, if you manipulate the Astral Grove (with non-basic types in both the woods and plains), the isolated chapel does not enter the battlefield horizontally.
  240.  
  241. * This kind of two-color land itself does not have any category. For example, isolation of the chapel is not a plain. If you control only isolated chapels, the second isolated chapel will not enter the battlefield without being tapped.
  242.  
  243. * When entering the battlefield in this category, they will check the ground already on the battlefield. They will not see the battlefield with themselves at the same time.
  244.  -----
  245.  
  246. Single card doubts
  247.  
  248. colorless
  249.  
  250. Kahn biography Kahn
  251. {four}
  252. Legend Riverside ~ Kahn
  253. 5
  254. +1: Shows two cards on top of your library. Any opponent chooses one from them. Put the card on your hand and exile another card with a silver counter on it.
  255. −1: Put a card that you own and has silver counters on it from your exile zone.
  256. −2: Sends a 0/0 colorless structure artifact artifact creature and has "If you control an artifact, this creature gets +1/+1."
  257.  
  258. * Derivatives sent by Kahn's last ability count themselves, so it is at least 1/1.
  259.  
  260. Kahn is colorless, but not an artifact. Composition derivatives delivered by Kahn's last ability do not count Kahn.
  261. -----
  262.  
  263.  
  264. white
  265.  
  266. Akifs supervisor Baird
  267. {2}{white}{white}
  268. Legendary Creature - Human / Soldier
  269. 2/4
  270. alert
  271. For each creature, unless its controller pays {1}, it cannot attack you or the Planeswalker you control.
  272.  
  273. * If you control Baird, then for creatures that say "This creature can attack if attacked," your opponent does not have to pay to let those creatures attack. If the creature has no other players or planeswalker that can attack, the creature does not attack.
  274.  
  275. * In a two-headed giants game, creatures can attack your team-mate or planeswalker controlled by your team mate without paying mana. This is different from the previous rules.
  276. -----
  277.  
  278. Marshal of Bengalria
  279. {white} {white} {white}
  280. Creature - Human / Knight
  281. 3/3
  282. Other creatures you control get +1/+1.
  283.  
  284. * Creatures you control are lethally injured as they are not removed until the end of the turn, as Marshal Binaligna leaves the battlefield during that turn and will be fatal.
  285. -----
  286.  
  287. charge
  288. {White}
  289. moment
  290. Creatures you control get +1/+1 until end of turn.
  291.  
  292. * Charge only affects the creatures you control when it settles. Creatures that are only under your control later in the round won't get +1/+1.
  293. -----
  294.  
  295. Unyielding guard
  296. {White}
  297. Creature - Human / Knight
  298. 2/1
  299. Invincible in the battlefield into the battlefield, choose another creature you control.
  300. Sacrifice Undead Guard: This creature gains uncut power until the turn is over.
  301.  
  302. * Undead Guard's first ability does not belong to the triggered ability, and do not have to stack. The player can not respond to your decision to choose a creature to be protected.
  303.  
  304. * If Unrequited Guard enters the battlefield with another creature at the same time, you can not choose the latter creature for Unyielding Abilities.
  305.  
  306. * If the creature of your choice leaves the battlefield, you can not choose another creature to protect. If you activate its last abilities in this situation, no creatures will gain immortal abilities.
  307. -----
  308.  
  309. Book cover
  310. {2}{white}
  311. Enchantment ~ Aura
  312. Attached to the creature
  313. Attached creatures get +2/+2, first strike abilities, and extra Knight.
  314.  
  315. * The seal can be attached to creatures that are already knights. It gets +2/+2 and has first strike ability, but it will no longer become a knight.
  316. -----
  317.  
  318. Ninglai witness Ai Weila
  319. {4}{white}{white}
  320. Legendary creatures ~ saints
  321. 4/4
  322. Department of life
  323. {4}: Exchange your total life with the power of Ning Cheng witness Evra.
  324.  
  325. *If Evra is no longer on the battlefield when this activated ability is settled, this exchange will not occur and this ability will not take effect. But if Evra is on the battlefield at this time and its power is less than or equal to 0, this exchange will happen, and then you will lose the game.
  326.  
  327. * When this activated abilities are settled, Efra's power will be your previous total life, and you will thus gain or lose a number of lives to equate your total life with Evera's previous power. And other cards that interact with life or loss of life are so interactive with this effect.
  328.  
  329. * After you use your previous total life to set its power, any effects, indicators, reiki, or weapons that modify its power will be effective. For example, Evra encloses the seal (and let it be 6/6), and your total life is 7. After the exchange, Evra will be a 9/6 creature (its power will be 7 and then be revised by canon), and your total life will be 6.
  330. -----
  331.  
  332. Suo blue cover
  333. {5}{white}
  334. Enchantment ~ discipline
  335. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  336. I - destroy all places.
  337. II, III—Each player returns two land cards from their graveyard to the battlefield.
  338.  
  339. * If only one of the player's graveyards has an existing land card for some reason when one of the two chapters abilities is settled after Surawa, the player moves the land back to the battlefield.
  340. -----
  341.  
  342. Healing radiance
  343. {White}
  344. moment
  345. Choose a source. In this round, prevent that source from dealing 3 damage to any one target. You gain 3 life.
  346.  
  347. * Healing Brilliance targets only creatures, planeswalker or gamers who gain damage protection from Shield. Source is not specified as a target.
  348.  
  349. * You can only select one source, even if the source does not cause 3 damage.
  350.  
  351. * Even if you don't prevent any damage, you will gain 3 life when healing healing is done.
  352. -----
  353.  
  354. The history of Binaria
  355. {1}{white}{white}
  356. Enchantment ~ discipline
  357. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  358. I, II—Delivers a 2/2 white knight-derived creature with vigilance.
  359. III—The knight you control gets +2/+1 until end of turn.
  360.  
  361. * The last chapter of the Binnerian history power only affects the knight you control at the time of settlement. Creatures you control later in the round, and creatures that became a knight until a later time of the turn do not get +2/+1.
  362. -----
  363.  
  364. Divine power
  365. {2}{white}
  366. moment
  367. Destroy target artifact or enchantment. You gain 4 life.
  368.  
  369. * This spell will not be settled if the target artifact or enchantment is already an illegal target when God is trying to settle. You will not get any life.
  370. -----
  371.  
  372. Beautiful knight
  373. {1}{white}
  374. Creature - Human / Knight
  375. 2/2
  376. First attack
  377. Anti-darkness (This creature cannot be the target of black spells or abilities that opponents control.)
  378. As long as any player controls a black permanent, the Good Knight gains +1/+0.
  379.  
  380. * "Anti-characteristics" is a change in the ability to ward off evil spirits. "Anti-darkness" means "This permanent cannot be a black spell manipulated by an opponent, or a target of a black source abilities controlled by an opponent."
  381.  
  382. * This effect can also be effective against black spirits if it is effective to indicate that a creature has lost its ability to ward off evil spirits or can be targeted as if it were not evil.
  383.  
  384. * The bonus for the Good Knight is +1/+0 due to the condition that "any player has black permanents". No matter how many players control the number of black counters, it's the same.
  385. -----
  386.  
  387. Fermi Fu proud of Gui En Dai
  388. {3}{white}
  389. Legendary creatures ~ human / knight
  390. 2/2
  391. batter
  392. Creatures you control and strike first have combos.
  393.  
  394. * Creatures that simultaneously strike first strike and combo can do the same damage as creatures with combos. It does not deal three damage, nor does it cause damage before other creatures that attack first.
  395.  
  396. * If a creature you control gains first strike ability after En Guantai enters the battlefield, the creature also gains the batter abilities.
  397.  
  398. * A creature that does not cause normal combat damage if it loses combo ability after causing first-strike damage.
  399. -----
  400.  
  401. Dawn angels Laila
  402. {3}{white}{white}
  403. Legendary creature ~ angel
  404. 5/5
  405. Flight, first attack, Department of life
  406. The other days you control give +1/+1 and lifelinks.
  407.  
  408. * Department of the same number of life on the same creature does not accumulate.
  409.  
  410. * Since the creature's damage is not removed until the end of the turn, the Angel you control is fatally injured as a result of Leila leaving the battlefield during the turn.
  411. -----
  412.  
  413. Sera pull wings
  414. {3}{white}
  415. Legendary enchantment ~ Aura
  416. Attached to the creature
  417. The attached creature is legendary, gaining +1/+1, and has flying, warning, and life threatening abilities.
  418.  
  419. * Several flying, guarding, and / or life-saving abilities on the same creature are not cumulative.
  420.  
  421. * If you control two wings of the holding pull, and are attached to two creatures with the same name, the "Legendary Rules" will come into effect simultaneously with the attached creature and the Wings of Pull. You may choose to leave the wing of the beast attached to the creature you want to preserve.
  422.  
  423. * If you manipulate two permanent objects of the same name at the same time, only one of them is legendary, Legendary Rules will not take effect.
  424. -----
  425.  
  426. Picked off
  427. {1}{white}
  428. Enchantment
  429. flash
  430. When exiting the battlefield, exile target creatures that have been tapped by their opponents until they are removed from the battlefield.
  431.  
  432. * If the removal leaves the battlefield before its triggered ability resolves, the target creature will not be banished.
  433.  
  434. * Reiki attached to the exiled creature will be put into its owner's graveyard. The gear will be unloaded and remain on the battlefield. Any indicator on the banished creature disappears.
  435.  
  436. * When the card is moved back to the battlefield, it will be a brand new item with no connection to previously exiled cards.
  437.  
  438. * If a derivative is exiled in this way, it will disappear completely and will not be moved back to the battlefield.
  439. -----
  440.  
  441. St. ancestral disciple iron summer
  442. {3}{white}
  443. Legendary Creature - Bird / Monk
  444. 2/2
  445. flight
  446. Whenever you cast a historic spell, return the target creature card with a total magical charge of 3 or less from your graveyard to the battlefield. (Artifacts, legends, and disciplines are historical sites.)
  447.  
  448. * If the mana cost of a card in your graveyard includes {X}, then X is treated as 0.
  449. -----
  450.  
  451. Gerald Cormorant
  452. {1}{white}
  453. Enchantment ~ discipline
  454. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  455. I, II—Place a +1/+1 counter on the creature with the highest power you control.
  456. III—Target The most powerful creature you control gains flying, first strike, and lifesaving until end of turn.
  457.  
  458. Each chapter of the Gerald's Arcane Expense will target the most powerful creature you control. If the other creature you control becomes maximum before the ability resolves, that goal is not legal.
  459. -----
  460.  
  461.  
  462. blue
  463.  
  464. College experienced Master
  465. {4}{Blue}
  466. Creature - Human / magician
  467. 3/2
  468. If you control a magician, this spell is reduced by {1} to cast.
  469. When an experienced warlock enters the battlefield, the target creature targeted by the adversary is moved back to its owner.
  470.  
  471. * If you control more than one magician, the cost of practicing the wizard will only decrease by {1}.
  472.  
  473. * Once you've announced the release of an experienced Master, no player can take action until the cost of the spell has been paid. In particular, players can not increase the cost of the spell by removing your magician.
  474. -----
  475.  
  476. Battle of ancient civilizations
  477. {3}{Blue}
  478. Enchantment ~ discipline
  479. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  480. I, II - Check the top five cards of your library. You can show one of the artifact cards and place it in your hand. Put the rest of the cards in random order at the bottom of your library.
  481. III—The artifacts you control become Artifact Creatures with basic strength and defense of 5/5 until end of turn.
  482.  
  483. * The last chapter of an ancient civilization warfare only affects the artifacts you control when it settles. Artifacts that are only controlled by you at a later time in the round will not become 5/5 creatures.
  484.  
  485. * The Last Chapter ability of the Battle of Ancient Civilizations overrides the normal basal and defensive powers of artifact creatures and all previous effects that set the basal forces and defenses of the artifact creator to a specific value. Any effect that sets a strength or defense that will take effect after the ability resolves will override this effect.
  486.  
  487. * Will change the effect of the affected creature creature's power and / or defensive power, such as JuLi growth, regardless of when its effects begin. The effect that alters the creature's power and / or defensiveness, as well as the effect of exchanging its power with its defensive force, will do so.
  488.  
  489. * If the War of Ancient Civilization became an artifact enchantment before its last chapter's ability resolves, it becomes a 5/5 artifact artifact enchantment and will be sacrificed after the ability resolves.
  490.  
  491. * If a creature's weapon becomes an artifact it will be unloaded. Its wearable ability to start, but it will not equip the target creature.
  492. -----
  493.  
  494. Confused
  495. {2}{Blue}
  496. moment
  497. Target creature gets -4/-0 until end of turn.
  498. Draw a card.
  499.  
  500. * The spell will not be settled if the target creature is already an illegal target when you are puzzled by the attempt to settle. You will not draw a card.
  501. -----
  502.  
  503. Blink of an eye
  504. {1}{blue}
  505. moment
  506. Increase {1}{blue} (You can pay {1}{blue} for this spell.)
  507. Return target non-permanent land to its owner. If this spell has increased, draw a card.
  508.  
  509. * If the target creature is already an illegal target in the blink of an eye when trying to settle, the spell will not be settled. If it has increased, you will not draw the card.
  510. -----
  511.  
  512. Curator guardian
  513. {2}{Blue}
  514. Enchantment ~ Aura
  515. Attached to the permanent
  516. Attached permanent with evil spirits.
  517. When the attached permanent leaves the battlefield, if it is a historic site, two cards are drawn. (Artifacts, legends, and disciplines are historical sites.)
  518.  
  519. * If the curator's guard is attached to a permanent of a monument not controlled by you, the person who draws two cards is you, not the controller of the permanent, as long as the permanent leaves the battlefield.
  520.  
  521. * If you give the opponent's permanent a warding ability (such as attaching the guardian knot), then the player can still target the permanent, but you can not.
  522. -----
  523.  
  524. Frozen deep cold
  525. {2}{Blue}
  526. Enchantment ~ Aura
  527. Attached to the creature
  528. The attached creature has a base strength of 0/4, a defender ability, and loses all other powers, and additionally has a blue color in this category.
  529.  
  530. * For this target creature, the effect of setting its base strength and defensive force to a specific value before will be covered with deep frost. Any effect that sets a strength or defense that will take effect after the ability resolves will override this effect.
  531.  
  532. * Will change the effect of the affected creature's power and / or defensive force, such as Juli's growth, regardless of when its effects begin. The effect that alters the creature's power and / or defensiveness, as well as the effect of exchanging its power with its defensive force, will do so.
  533.  
  534. If the attached creature has the ability to confer power to other objects, deep freezing can prevent it from doing so. If the deep cold frost settlement, the attached creature acquired an ability, then the creature will still have the ability.
  535. -----
  536.  
  537. Controlled by Porlas
  538. {4}{Blue}{Blue}
  539. Legendary enchantment ~ Aura
  540. Attached to the permanent
  541. You control the attached permanent.
  542. The attached permanent is legendary.
  543.  
  544. * Even if you gain the control of a permanent, it will not give you the same control over any aura or weapon on it. Although they will still be affixed to the creature, the annotation affects the "you" Aura effect will still affect its controller, not you, the manipulator's control in the next phase of its move to other Biologically, and so on.
  545.  
  546. * If you control two controlled pulsars and attach them to two permanent objects of the same name, Legendary Rules will apply to both the attached permanent and controlled Porras. You may choose to leave the controlled Porras attached to the permanent you want to preserve.
  547.  
  548. * If you control two or more permanents of the same name at the same time, but only one of them is a legend, legendary Rules will not take effect.
  549. -----
  550.  
  551. Kahn's time fragmented
  552. {4}{Blue}{Blue}
  553. Legendary witchcraft
  554. (Legendary Witchcraft can only be cast when you control legendary creatures or planeswalker.)
  555. The target player makes an additional round after this turn. Move at most one target non-permanent to the owner's hand. Expel Kahn time fragmentation.
  556.  
  557. * If Kahn's Time Fragmentation Clears, either of the selected player and non-ground permanent has become an illegal target, then the other target will be affected as usual and Kahn's Time Fragmentation Be exiled. If both goals are not legal, Kahn's time fragmentation will not be settled, nor will it be banished.
  558. -----
  559.  
  560. Mermaid fraud division
  561. {blue}{blue}
  562. Creature - Mermaid / Magician
  563. 2/2
  564. flash
  565. When the Mermaid chef enters the battlefield, tap the creature targeted by the opponent. It loses all power until the turn is over.
  566.  
  567. * Once you declare a spell or activate abilities, no player can take any action until it has paid for it. In particular, players can not attempt to remove the permanent's activated ability to disable it. After start-up, the abilities that have been placed on the stack will be settled as usual even if the creature loses the corresponding ability.
  568.  
  569. * If the target creature has an ability that will fire when it becomes horizontal, the ability fires before it loses all of its abilities.
  570.  
  571. * If the target creature prints a power and defense force of */* and has an ability to define its power and defense power, then when it loses all power it is 0/0. If its printed power and defense power is */*+1, it is 0/1, and so on.
  572. -----
  573.  
  574. Ying Qi Baozhu inquiry
  575. {4}{Blue}
  576. Enchantment ~ discipline
  577. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  578. I—Return the target instant card from your graveyard to your hand.
  579. II—Return the target wizardry card from your graveyard to your hand.
  580. III—Before the end of the turn, whenever you cast an instant or sorcery spell, copy it. You can choose a new target for the copy.
  581.  
  582. * The last chapter of Invective to Explore explodes all the spells and wizards you cast, not just the target.
  583.  
  584. * This copy is generated in the stack, so it is not "cast". Abilities triggered by a player casting a spell are not triggered.
  585.  
  586. * The target of the copy will be the same as the original spell, unless you choose a new target. You can change as many goals as you like, all or part of it. If you can not choose a new legitimate goal for one of these goals, it stays the same without changing (even if the goal is not legal right now).
  587.  
  588. * If the copied spell has a pattern (that is, it means "select a ~" or the like), the copy will be in the same mode as the original spell. Can not choose different modes.
  589.  
  590. * If the spell being copied includes the X value that was determined at the time of casting (such as Yaya's Purgatory Purgatory), the copy's X value is the same as the original spell.
  591.  
  592. * You can not change the distribution method (but you can still change the target that will be harmed) if the spell determines the distribution of the damage (such as the increase of the blazing fire) when cast together.
  593.  
  594. * The controller of the copy can not choose to pay any alternative fee or additional fee for the copy. However, effects based on any alternative or additional costs paid for the original spell will be duplicated, as if each replica had paid the same fee.
  595. -----
  596.  
  597. Nai Ban Dean
  598. {1}{blue}
  599. Legendary creatures ~ human / magician
  600. 2/1
  601. If the magician entering the battlefield under your control triggers a triggered ability of a permanent controlled by you, that ability fires once more.
  602.  
  603. * Nepalese will affect the magician's own battlefield triggered abilities, as well as other triggered abilities that trigger when the eligible magician enters the battlefield. Such triggered abilities begin with "~" or "whenever ~".
  604.  
  605. * Substitution effects are not affected by the first power of Netban. For example, a magician with a +1/+1 counter on the battlefield won't gain extra +1/+1 counters.
  606.  
  607. * The ability to activate "When this creature enters the battlefield" (for example, to select the name of the spellcaster) will not be affected.
  608.  
  609. * Nainban's effect is not to copy the triggered ability; it just makes that ability fire again. For choices made when an ability enters the stack, such as select mode and target, you decide on each of these two abilities as they stack. The choices made when the ability resolves, such as whether or not to place an indicator on the permanent, are also decided at the time the two abilities settle.
  610.  
  611. * It is not the only triggers that mention "Magician" explicitly in the narrative to be affected. For example, if you mark an ability that fires whenever a creature enters the battlefield under your control, that ability triggers twice if the creature entering the battlefield is a magician.
  612.  
  613. * Use the characteristics of the permanent after entering the battlefield to determine whether triggering ability will trigger multiple times, this time should be taken into account the continuing effect. For example, if you control the mysterious environment where you select "Magician", the claws entering the battlefield trigger the triggered ability more than once.
  614.  
  615. * If you manipulate two Nepalese students for any reason, the magician entering the battlefield triggers abilities three times instead of four. Three Nepalese will trigger abilities four times, four triggers five times, and so on.
  616.  
  617. * If triggered simultaneously with Nepalese magician on the battlefield (including Nepalese itself into the battlefield) triggered by the permanent control of a triggered by your ability, then the ability to fire one more trigger.
  618.  
  619. * If a triggered ability is linked to another ability, the same triggered ability triggered multiple times also has a relationship with the latter ability. If another abs refers to "deported card," it refers to all cards banished by all triggers of the triggered abilities.
  620.  
  621. * In some situations involving linked powers, the ability requires information on "Discarded cards." When this happens, this ability will get multiple answers. If these answers are used to determine the value of a variable, the sum is used. For example, if an elite arcaneist's incoming battle ability triggers twice, a total of two cards are dealt. The value of X in the starting cost of Elite Arcane Division other abilities is the sum of the total magical charges of the two cards. When the ability resolves, you generate a copy of two cards, and you can choose not to cast, cast one, or cast two copies in any order.
  622. -----
  623.  
  624. Magic Master Na Luomeha
  625. {2}{Blue}{Blue}
  626. Legendary creatures ~ human / magician
  627. 3/3
  628. flash
  629. When the magician Na Rumeha into the battlefield, copy the target by the moment you control or magic spell. You can choose a new target for the copy.
  630. Other magicians controlled by you get +1/+1.
  631.  
  632. * Since the creature's damage is not removed until the end of the turn, the magician you control can be fatally injured as a result of non-fatal injuries to the magician you control during that turn.
  633.  
  634. * Na Lu's triggered abilities can copy any instant or witch spell, not just with the target.
  635.  
  636. * This copy is generated in the stack, so it is not "cast". Abilities triggered by a player casting a spell are not triggered.
  637.  
  638. * The target of the copy will be the same as the original spell, unless you choose a new target. You can change as many goals as you like, all or part of it. If you can not choose a new legitimate goal for one of these goals, it stays the same without changing (even if the goal is not legal right now).
  639.  
  640. * If the copied spell has a pattern (that is, it means "select a ~" or the like), the copy will be in the same mode as the original spell. Can not choose different modes.
  641.  
  642. * If the spell being copied includes the X value that was determined at the time of casting (such as Yaya's Purgatory Purgatory), the copy's X value is the same as the original spell.
  643.  
  644. * You can not change the distribution method (but you can still change the target that will be harmed) if the spell determines the distribution of the damage (such as the increase of the blazing fire) when cast together.
  645.  
  646. * The controller of the copy can not choose to pay any alternative fee or additional fee for the copy. However, effects based on any alternative or additional costs paid for the original spell will be duplicated, as if each replica had paid the same fee.
  647. -----
  648.  
  649. Vision field
  650. {3}{Blue}
  651. Enchantment
  652. You can view the top card of your library. (You can do this at any time.)
  653. If your library's top card is a Moment or Witchcraft card, you can cast it.
  654. {3}: Exile your library's top card.
  655.  
  656. * Anticipating the power field lets you watch whenever you want to see the top card in your library (but with a limitation ~ see below), even if you do not have priority. This action does not have to stack. This card becomes part of the information you know, just as you can view your hand.
  657.  
  658. * If your library top card has changed while you cast spells or activate abilities, you have to wait for the spell cast or abilities to start before you can view the new library top card. This means that if you cast your library top card, you have to wait for the spell to be paid before you can view the next card on the top of the library.
  659.  
  660. * You must comply with the licensing conditions and restrictions on the normal timing of the cards you cast from the library.
  661.  
  662. * You still have to pay the full cost of the spell, including extra costs. You can also pay for alternative costs, such as those given by Master Juda.
  663.  
  664. * Your library top card is not your hand, so you can not recycle, discard, or activate the activated abilities on that card.
  665.  
  666. * The top card of the exiled library is determined only when the last ability in the projected field is settled. The card may not be the card you put on top of your library when you activated it.
  667. -----
  668.  
  669. Pear Trident Sentinels
  670. {4}{Blue}
  671. Creature - Mermaid / Soldier
  672. 3/3
  673. flash
  674. When the Pearl Trident whistle enters the battlefield, you can banish the target permanent that you control. If you do this, at the beginning of the next end step, return the card to the battlefield under the control of its owner. (Artifacts, legends, and disciplines are historical sites.)
  675.  
  676. * If a derivative is exiled in this way, it will disappear completely and will not be moved back to the battlefield.
  677.  
  678. * At the beginning of the next finishing step, even if the Pearl Trident Sentinel is no longer in the battlefield, the exiled card will still be moved back to the battlefield.
  679.  
  680. * If the exiled card is Reiki, the card will be chosen by its owner when it returns to the battlefield. The aura that is put into the battlefield in this way does not target anything (so, for example, it attaches to the permanent of the evil of the opponent), but the Reiki attachment ability limits what it can attach to Above. If the Reiki can not be legally attached to anything, it will continue to be exiled.
  681.  
  682. * If the Pearl Trident Sentinel enters the battlefield at the end of a turn for any reason, the exiled hand moves back to the battlefield at the beginning of the end of the next turn.
  683. -----
  684.  
  685. Storm giant
  686. {Blue}{Blue}{Blue}
  687. Creature - Giant Spirit
  688. 0/4
  689. flight
  690. Every time you control a basic island, Stormstorm Giant gets +1/+0.
  691.  
  692. * The ability to modify and defend the storm guru has no effect unless it is on the battlefield. In all other areas it is a 0/4 creature.
  693. -----
  694.  
  695. Time strategy (only in Planeswalker decks)
  696. {2}{Blue}
  697. witchcraft
  698. Return target creature to its owner. If you control the artifact, then draw a card.
  699.  
  700. * It is only checked if you are controlling the artifact after the target creature is moved back to its owner's hand. If the target creature is the only artifact you control, you will not draw a card.
  701.  
  702. * This spell will not be settled if the target creature is already an illegal target when the time plot attempts to settle. You will not draw a card.
  703. -----
  704.  
  705. Ray people Meizhe child
  706. {1}{blue}
  707. Legendary creatures ~ human / rogue
  708. 1/3
  709. Creatures that you control and have a power or defense of 1 or less cannot be blocked.
  710.  
  711. * Once a creature you control has been blocked, reducing its power to 1 or below will not make it unblocked. Changing its defensive power to 1 does not make it unobstructed, but instead changes its defensive power to 1 or less, and it will die.
  712. -----
  713.  
  714. Ice age
  715. {3}{Blue}
  716. Enchantment ~ discipline
  717. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  718. I, II - Transverse creature whose target is controlled by an opponent. During the time you control the Ice Age, the creature cannot be reset during its controller's reset step.
  719. III - Move all tapped creatures back to their owner's hand.
  720.  
  721. * If you lose control of the Ice Age, the effect of the first two chapters aborts, even if you immediately regain control of it, or release another Ice Age.
  722.  
  723. * The last verse of the Ice Age effect of the Aberration function returns all creatures that have their status in their traverse for some reason, not just by the Ice Age traversers.
  724. -----
  725.  
  726. Master barge
  727. {I}{Blue}{Blue}
  728. moment
  729. If you control a magician, this spell is reduced by {1} to cast.
  730. Counter target spell.
  731.  
  732. * Once you declare a mage strike, no player can take action until the cost of the spell has been paid. In particular, players can not increase the cost of the spell by removing your magician.
  733. -----
  734.  
  735.  
  736. black
  737.  
  738. Cui Na's desperation
  739. {3}{Black}
  740. Enchantment ~ discipline
  741. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  742. I, II - Trina's desperation deals 2 damage to each opponent and you gain 2 life.
  743. III—Deliver an X/X black nightmare/shocked creature, X is half your total life, and carry forward after the decimal point. It deals X damage to you.
  744.  
  745. * If there are other effects that cause a nightmare/shatter beast to immediately change its power or defense to a value other than X after it enters the battlefield, the derivative still deals X damage to you instead of the corrected power. Or defense force.
  746.  
  747. * If an effect (such as the effect of the Baptist ranks) causes Trine's last chapteral ability to send out two nightmares/shockbox tokens, each of them will deal X damage to you.
  748.  
  749. * In the double-headed giant game, Trine's first chapter of the desperation will make the opponent's team lose 4 life and you gain 2 life.
  750. -----
  751.  
  752. Dark deal
  753. {3}{Black}
  754. moment
  755. View the top three cards of your library. Put two of them in your hand and put another in your graveyard. Dark trade deals 2 damage to you.
  756.  
  757. * If there are fewer than three cards in your library, you place all of them in your hand without putting any cards in your graveyard.
  758. -----
  759.  
  760. Devil vitality
  761. {black}
  762. Enchantment ~ Aura
  763. Attached to the creature
  764. Attached creature gets +1/+1.
  765. When the attached creature dies, move the card back to its owner.
  766.  
  767. * You can attach Devil's Vitality to a derivative, but its last ability will not move the derivative back to you.
  768. -----
  769.  
  770. Devil Lord Bezanillo
  771. {4} {Black} {Black}
  772. Legendary creatures - elders / demons
  773. 6/6
  774. Flying, trampling
  775. When demon lord Besanlow enters the battlefield, he begins to exile cards from the top of your library until a non-landing card is exiled, then places the card in your hand. If the card's total magical cost is equal to or greater than 4, repeat this process. Each time you put a card in your hand in this method, Demon Lord Bezzallo deals 1 damage to you.
  776.  
  777. * Once the triggered ability resolves, it will continue to exile your card's top card until one of the following occurs: You have banished a card with a total magical charge equal to or less than 3; you cannot be here. Exile your entire library by banishing any non-landing cards. You cannot choose to stop accepting the blessings of Demon Lord Bezello early.
  778.  
  779. * Lands that have been exiled in this way will continue to be banished.
  780.  
  781. * Demon Lord Bezslow's power will deal you a total amount of damage at once; it doesn't cause 1 damage to you multiple times.
  782.  
  783. * If the non-land magic power displayed includes {X}, then X is treated as 0.
  784.  
  785. * If a non-land card does not have magical charges, its total magical power costs 0.
  786.  
  787. * The total magical cost of a conjoined card (for example, a card with more than one ring in the Amankai environment) is the sum of the magical charges on both sides.
  788. -----
  789.  
  790. Drill whistle
  791. {2}{Black}
  792. Creature ~ Skeleton demon / warrior
  793. 2/1
  794. {3}: Tap the coolie sentry. It gains immortal power until the end of the turn. (The effects of damage and annotating "eliminate" will not destroy it.)
  795.  
  796. * Even if the coolie whistle is tapped, you can also activate its abilities. It will still get immortal ability.
  797. -----
  798.  
  799. Evil source rebirth
  800. {4}{Black}
  801. Enchantment ~ discipline
  802. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  803. I - Each opponent sacrifices a creature or planeswalker.
  804. II - Each opponent discards a card.
  805. III—Place target creatures or planeswalkers from the graveyard into the battlefield under your control.
  806.  
  807. * When the first section of Evil Rebate is capable of resolving, the next opponent in the order of turn (or the opponent if it is currently the opponent's turn) selects a creature under its control or Penlo off, then other opponents (if any) in accordance with the turn order to make a choice. Subsequently, all players sacrifice all selected permanents at the same time. When the player makes a decision, he or she will know what the previous player made.
  808.  
  809. * When the second chapter of Evil Rebirth is capable of resolving, the next opponent in the turn order (or the opponent if it is exactly the turn of an opponent) is selected (but not Need to show), and then other opponents (if any) according to the order of the order of comparison. Subsequently, all players discard all the selected cards at the same time.
  810.  
  811. * In multiplayer, if any player leaves the game, all the cards owned by the player will also be taken away. If you leave the game, the permanent you manipulate because of the last chapter of the evil rebirth is to be exiled.
  812. -----
  813.  
  814. Fungal infections
  815. {black}
  816. moment
  817. Target creature gets -1/-1 until end of turn. Send a 1/1 green rot-derived creature.
  818.  
  819. * If the target creature is already an illegal target when the fungal infection tries to settle, the spell will not be settled. You will not send out saprophyte derivatives.
  820.  
  821. * When you send a derivative of a saprophyte, the target creature is still on the battlefield, even if the creature has already died due to a defense force of 0 or lethal damage. Whether or not the derivative will be affected by the effect and whether the derivative will trigger an ability when it enters the battlefield requires the creature's ability to be considered. The ability triggered by this method resolves after the target creature dies.
  822. -----
  823.  
  824. Singh's blood kazarov
  825. {5} {black}{black}
  826. Legendary Creature ~ Vampire
  827. 4/4
  828. flight
  829. Whenever an opponent's creature deals damage, put a +1/+1 counter on Singh Kazharov.
  830. {3} {Red}: Kazarov deals 2 damage to target creature.
  831.  
  832. * If Kasarov encounters damage from an opponent-controlled creature at the same time, Kazharrov will survive the damage to gain a +1/+1 counter.
  833.  
  834. * If there are multiple creatures harmed at the same time, Katsarov's triggered abilities trigger once for each such creature.
  835.  
  836. * If a creature is suffering a certain amount of damage on "something for each", it will only do so for the entire amount of damage in one event, and Katsarov's triggered abilities trigger only once.
  837. -----
  838.  
  839. Malicious knight
  840. {A} {black}
  841. Creature - Human / Knight
  842. 2/2
  843. First attack
  844. Anti-evil (This creature cannot be the target of white spells or abilities that opponents control.)
  845. As long as any player controls a white permanent, the bad rider gets +1/+0.
  846.  
  847. * "Anti-characteristics" is a change in the ability to ward off evil spirits. "Anti-evil" means "This permanent cannot be a white spell controlled by an opponent, or the target of a white source abilities controlled by an opponent."
  848.  
  849. * Effectively indicate that a creature loses its ability to ward off evil spirits, or can not be disregarded as if it were designated as a target, then this effect will also work against evil spirits.
  850.  
  851. * The bonus for a malicious rider due to the condition that "any player controls a black permanent" is only +1/+0, regardless of how many black counters the player controls.
  852. -----
  853.  
  854. Lich control
  855. {3} {black}{black}{black}
  856. Legendary enchantment
  857. Ward off evil
  858. You can not lose this game.
  859. Draw an equal amount of cards whenever you gain your life.
  860. Whenever you lose your life, every time you lose 1 life, choose a permanent that you control or a card in your hand or graveyard and exile.
  861. When the Lich is out of the battlefield, you lose the game.
  862.  
  863. * Although you can not lose this game, your opponent still wins due to the effect of "winning this game."
  864.  
  865. * Although you control Lich control, but your total life will change. Lich-controlled effects will not replace life or life lost.
  866.  
  867. * You don't have to banish all cards from the same place. For example, if a source deals 5 damage to you, you can banish a permanent, release two cards from your hand, and expel two cards from your graveyard.
  868.  
  869. * If you do not have any other permanent and have no cards in your hand or graveyard, you must banish the Lich to control itself and lose the game.
  870.  
  871. * If you suffer more damage than you can banish, you should banish all the cards you can banish.
  872. -----
  873.  
  874. Phyrexian scriptures
  875. {2}{Black}{Black}
  876. Enchantment ~ discipline
  877. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  878. I—Place a +1/+1 counter on at most one target creature. The creature additionally has artifacts in this category.
  879. II—Eliminates all non-artifact creatures.
  880. III—Exile all cards in all opponent's graveyards.
  881.  
  882. * The effect of the first chapter of Phyrexian scripture continues forever. This effect does not end when Phyrexian Scriptures leave the battlefield.
  883. -----
  884.  
  885. Mouse community
  886. {A} {black}
  887. Creature ~ Mouse
  888. 2/1
  889. For every other mouse you control, the mouse community gets +1/+0.
  890. Named as a community of mice, there is no limit on the number of decks.
  891.  
  892. * The last abilities of the mouse community will only allow you to ignore the "four cards in the deck" rule. This does not make you ignore the rules that this card can be used in a match.
  893. -----
  894.  
  895. Finally broken
  896. {2}{Black}{Black}
  897. witchcraft
  898. Exile target creatures. Place two loyalty counters on a planelover you control.
  899.  
  900. * This spell will not be settled if the target creature is already an illegal target at the end of the attempt to settle. You will not place loyalty counters on the planeswalker.
  901.  
  902. * Both loyalty counters must be on the same Penlo off.
  903.  
  904. * At the end of the settlement, you need to select the planeswalker who will receive loyalty counters. If you do not control the planeswalker, you will only banish the target creature, but will not place loyalty counters on anything.
  905. -----
  906.  
  907. Propagation of scattered green bacteria
  908. {3}{Black}
  909. Creature ~ Fungus
  910. 2/3
  911. {2} Sacrifice a creature: Draw a card.
  912.  
  913. * You can sacrifice Prophetic Chlorophyta to pay for its own abilities.
  914. -----
  915.  
  916. Hunger incarnation To Jiaer
  917. {Six} {Black} {Black}
  918. Legendary creatures ~ saints
  919. 7/6
  920. You can sacrifice any number of creatures as an additional cost to cast this spell. For each sacrifice of a creature in this way, the spell is reduced by {2} to cast.
  921. When the hungry incarnation Tojar enters the battlefield, the total life of at most one target player becomes half of his initial total life, rounded off by the decimal point.
  922.  
  923. * Togall’s first ability cannot reduce its cost to less than {black}{black}. You can sacrifice any number of creatures. Even if you do so, you can't reduce Tocal's costs.
  924.  
  925. * If your total life becomes half of your total starting life (usually 10, ie half of 20), you will actually gain or lose some number of lives. For example, if Togall's ability targets you, and when it resolves, your total life is 4, then it will give you 6 life; on the other hand, if it settles, you The total life is 25, it will make you lose 15 life. And other cards that interact with life or loss of life are so interactive with this effect.
  926.  
  927. * In a two-headed giant game, Togar's abilities will make the team's total life become one and a half of the team's total starting life (usually half of 15,30), but only the player designated as the target actually You will gain or lose your life.
  928. -----
  929.  
  930. Nothing ghost Ugol
  931. {4} {Black} {Black}
  932. Legendary creature ~ ghost
  933. 4/3
  934. flight
  935. Whenever Ungless Wroxel deals combat damage to any player, that player randomly discards a card. If the player can not do that, then you draw a card.
  936.  
  937. * If the player has only one hand, discard the card randomly (though this is not a random one). You will not draw a card.
  938. -----
  939.  
  940. Blood instrument teacher Wei Sapu
  941. {3}{Black}
  942. Legendary creatures ~ humans / monks
  943. 2/2
  944. {Tap}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
  945.  
  946. * You can sacrifice Wei Sapu (at the same time sacrificing another creature) to start their own abilities.
  947.  
  948. * You can not choose the creature you sacrificed when choosing a target for Wei Sapu's abilities.
  949. -----
  950.  
  951.  
  952. red
  953.  
  954. Blood chalcedony ghosts
  955. {1}{Red}
  956. Creature ~ Goblin / Warrior
  957. 2/2
  958. Whenever you cast a spell, if the spell has increased, until the end of the turn, the Blood Chameleon gets +1/+1 and has deterrent. (It can only be blocked by two or more creatures.)
  959.  
  960. * Blood chalcedony last ability will trigger the spell before it's settled. Even if the spell is countered, this ability will still be settled.
  961. -----
  962.  
  963. Dance Flame Champion will be Zhuo Zhuo (only in Planeswalker decks)
  964. {4} {Red} {Red}
  965. Legend Riverside ~ Qian Qian Zhuo
  966. 5
  967. +1: Add {red}{red}. Wu Yan Yong will cause Zhuo Zhu to deal 2 damage to the target player.
  968. −3: Wu Yan Yong will cause Zhuo Zhu to deal 3 damage to target creature or planeswalker.
  969. −7: Wu Yan bravely conjures 10 points of damage to target player and each creature and planeswalker they control.
  970.  
  971. * Akzo's first ability can not be assigned to Rochester as the goal.
  972.  
  973. * Suki's last ability only targets the player. Creatures controlled by this player and with evil abilities and planeswalker will be harmed.
  974. -----
  975.  
  976. Blazing
  977. {2}{Red}
  978. witchcraft
  979. Increase {5}{Red} (You can pay {5}{Red} when you cast this spell.)
  980. The blaze will cause 5 damage to target creatures. If this spell has increased, it will instead cause a total of 10 damage to any number of targets, which you can assign arbitrarily. (These goals can include players and planeswalkers.)
  981.  
  982. * If flamboyance has increased, it targets creatures, players and planeswalker.
  983.  
  984. * When you enter the stack with Yao Huo Yang, you will select the target number for the spell and determine the distribution of the damage at the same time. If the fire has increased, you must allocate at least 1 damage to each target.
  985.  
  986. * If certain creatures, players or planeswalker are already illegal targets when Yaoaooyaowei attempts to settle, the original injury distribution method still applies, but only those who have become illegal targets will not be harmed.
  987. -----
  988.  
  989. Vote expert
  990. {4} {Red}
  991. Creature - Human / magician
  992. 3/3
  993. When a fierce palm expert enters the battlefield, it deals X damage to the creature the target controls. X is the number of wizards you control.
  994.  
  995. * Calculate the number of magi you control only if the ability of the Sphinx expert resolves. If the Slate expert is still on the battlefield, it will also count itself.
  996. -----
  997.  
  998. Creation surging
  999. {2}{Red}
  1000. Enchantment ~ discipline
  1001. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1002. I—Genesis surging deals 1 damage to each creature without flying.
  1003. II—Add {Red}{Red}.
  1004. III - Sacrifice a mountain. If you do this, Genesis Surge causes 3 damage to each creature.
  1005.  
  1006. * If you can sacrifice a mountain range when you settle the last chapter of the world's surge, you must do so. You can't sacrifice more than one mountain, so you can do more damage.
  1007. -----
  1008.  
  1009. Kelton source fire
  1010. {1}{Red}
  1011. Enchantment ~ discipline
  1012. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1013. I—Discard your hand.
  1014. II - draw two cards.
  1015. III—In this round, if a red source you control will inflict damage on any permanent or player, it will instead cause it to deal 2 damage to the permanent or player.
  1016.  
  1017. * If there are multiple alternative effects that affect how this will cause damage, the order in which these effects take effect is determined by the player who is harmed (or the controller of the affected permanent).
  1018.  
  1019. *If the damage caused by a certain source you control needs to be assigned between multiple permanents controlled by an opponent, or if you need to simultaneously assign to opponents and one or more permanents that they control, you are Original value to assign damage, then add 2 to the result. For example, if you attack with a 5/5 red creature with trample, and your opponent is blocked with a 2/2 creature, you can assign 2 damage to the blocker and assign 3 damage. Give defense players. Then the actual amount will increase to 4 o'clock and 5 o'clock accordingly.
  1020. -----
  1021.  
  1022. Kantian sophisticated wizard
  1023. {2}{Red}
  1024. Creature - Human / magician
  1025. 3/2
  1026. When Basemap's experienced mage enters the battlefield, if you control another magician, Basemap's experienced mage deals 2 damage to each opponent.
  1027.  
  1028. * If, after Kantian experienced mage enters the battlefield, you are not manipulating another magician, its abilities will not fire. If the ability triggers, but you are not manipulating another wizard at the time of settlement, that ability does not take effect.
  1029.  
  1030. * If you manipulate several other magi, the triggered ability of Kantian Mage does not do more damage.
  1031.  
  1032. * In the two-headed Giants game, the girtling wizard's powers will cause the opponent's team to lose 4 life.
  1033. -----
  1034.  
  1035. Benito Ben Fu-off
  1036. {red}
  1037. Creature - Human / magician
  1038. 1/2
  1039. As long as you have two or more instant and/or sorcery cards in your graveyard, Vittobiki Melak gets +1/+0 and has Agility.
  1040.  
  1041. * If, in the same round as you controlled by the Kendall Runaway, it loses agility after declaring to be an attacker, it will continue to attack. It will not be removed from combat. On the other hand, if it loses agility before your declare attackers step, it can not attack.
  1042. -----
  1043.  
  1044. Ghosts volley
  1045. {3}{Red}
  1046. witchcraft
  1047. Increase - sacrifice an artifact or ghost. (You can sacrifice an additional artifact or ghost while casting this spell, and pay any additional fees.)
  1048. Ghost Volley deals 4 damage to target creature. If this spell has increased, it deals 4 damage to the target player or Planeswalker.
  1049.  
  1050. * Unless you can target a creature, you cannot cast a ghost salvo even if it has increased. However, you can target a ghost or artifact creature you control and then sacrifice it to pay for the conquest. Target player or planeswalker will receive 4 damage.
  1051. -----
  1052.  
  1053. Ghost chain dance
  1054. {Red}{Red}{Red}
  1055. Creature ~ Goblin / Warrior
  1056. 3/3
  1057. First attack
  1058. When the dance chain ghost enters the battlefield, it deals 1 damage to each opponent and each opponent-controlled creature and Planeswalker.
  1059.  
  1060. * If Chain Dance Phantom will prevent damage done to the player, it will still deal 1 damage to that player's creature and Planeswalker.
  1061.  
  1062. * In the double-headed giant game, the final power of the dance chain ghost will make the opponent team lose 2 lives.
  1063. -----
  1064.  
  1065. Phantom battle chiefs
  1066. {1}{Red}{Red}
  1067. Creature ~ Goblin / Warrior
  1068. 2/2
  1069. The ghost spell you cast is reduced by {1} to cast.
  1070. Goblins you control have agility.
  1071.  
  1072. * The effects of the Phantom War Chief will only reduce the portion of the general magical power that you cast in the ghost spell cost. For example, it could not reduce the cost of the Skerker prospector to less than {red}.
  1073. -----
  1074.  
  1075. Random bombing
  1076. {5} {Red}
  1077. Enchantment
  1078. When indiscriminately bombing into the battlefield, select four non-enchanted permanent that you are not controlling, and place an aiming indicator on each.
  1079. At the beginning of your ending step, if there are two or more aiming pointers on the permanent that you are not controlling, one of the permanents is randomly eliminated.
  1080.  
  1081. * Non-demarcated permanents that acquire aiming counters are not targeted. This method can be used to allow evil spirits of permanents get aiming indicator.
  1082.  
  1083. * Aiming indicators can be interoperable. Your indiscriminate bombing can destroy any permanent that you can not control and have aiming at it, regardless of where it comes from - for example, random bombing aids from you or other opponents Things.
  1084.  
  1085. * There is no player who can do something between choosing a permanent at random and annihilating it. In particular, if you randomly select a field, you can not tap it to create mana before it is destroyed.
  1086.  
  1087. * If a permanent with an aiming indicator has an immortal creature on it, then when determining the permanent to destroy, it is randomly selected from a permanent with an aiming indicator above, but no immortal ability.
  1088. -----
  1089.  
  1090. Yahya Ballard
  1091. {2}{Red}{Red}{Red}
  1092. Legend Riverside ~ Ya Ya
  1093. 5
  1094. +1: Add {red}{red}{red}. This magical power can only be used to cast instant or sorcery spells.
  1095. +1: Discard up to three cards, then draw the same number of cards.
  1096. −8: You receive the words “You can cast momentary and sorcery cards from your graveyard. If the cards cast this way are put into your graveyard, replace them with the emblem”.
  1097.  
  1098. * Ya Ya's first mana generated magic can be used to cast any number of moments and / or magic spells.
  1099.  
  1100. * You choose how many cards to discard when the second ability of Yahya is settled. As long as you are happy, you can choose to drop zero cards in this way (and then draw zero cards).
  1101.  
  1102. * Yahya's Signet only allows you to cast instant and wizard cards from your graveyard and does not allow you to use them for other things. For example, you can not recycle circular or wizard cards from your graveyard with circular abilities.
  1103. -----
  1104.  
  1105. Yahya's burning purgatory
  1106. {X}{Red}{Red}
  1107. Legendary witchcraft
  1108. (Legendary Witchcraft can only be cast when you control legendary creatures or planeswalker.)
  1109. Yaya's Fire Purgatory inflicts X damage on up to three targets each.
  1110.  
  1111. * You can not specify the same goal multiple times, so that Ya Ya's burning purgatory will cause more harm to them.
  1112. -----
  1113.  
  1114. Keldon Overseer
  1115. {2}{Red}
  1116. Creature - Human / Warrior
  1117. 3/1
  1118. Increase {3}{Red} (You can pay {3}{Red} when you cast this spell.)
  1119. agile
  1120. When Kellordon's warlord enters the battlefield, if it has increased, gain control of the target creature until the turn is over. Reset the creature. It gains agility until the turn is over.
  1121.  
  1122. * You can designate an untapped creature as the target of Keldon's Warlord ability and gain control of it. You can also reset a creature you've manipulated and give it agility.
  1123. -----
  1124.  
  1125. Kelton war call
  1126. {1}{Red}
  1127. Creature - Human / Warrior
  1128. 2/2
  1129. When Kelton fights for an attack, put a learning indicator on the discipline that targets you.
  1130.  
  1131. * This triggers the chapter abilities that correspond to the target discipline and resolves before declaring the blocker.
  1132. -----
  1133.  
  1134. Radiation lightning
  1135. {3}{Red}
  1136. moment
  1137. Radiation and Lightning cause 3 damage to the target player and 1 damage to each creature that the player controls.
  1138.  
  1139. * Lightning Bolt targets only designated players. Creatures that are controlled by this player and have evil abilities will be harmed.
  1140. -----
  1141.  
  1142. Reckless ride Cyclops
  1143. {3}{Red}
  1144. Creature - Cyclops
  1145. 4/4
  1146. As long as the Cyclops is blocked by two or more creatures, it gets -2/-0.
  1147.  
  1148. * If the original number of creatures while blocking reckless Cyclops, but have been removed from the battle, leaving only one creature is still blocked, then reckless Cyclops to reduce its power effect will immediately stop taking effect.
  1149. -----
  1150.  
  1151. Siege commander
  1152. {3}{Red}{Red}
  1153. Creatures ~ ghosts
  1154. 2/2
  1155. When the siege commander enters the battlefield, he sends out three 1/1 red ghost-derived creatures.
  1156. {1}{Red}, sacrifice a ghost: The siege commander deals 2 damage to any target.
  1157.  
  1158. * You can start the siege commander's activated ability at the expense of any goblin you control, not just with its triggered ability. You can even sacrifice the siege commander itself.
  1159. -----
  1160.  
  1161. Cries off
  1162. {3}{Red}
  1163. Creature ~ Elemental
  1164. 5/3
  1165. Increase {Red} (You can pay {Red} when you cast this spell.)
  1166. Trample, agile
  1167. At the beginning of the end step, if the hissing passenger does not increase, sacrifice it.
  1168.  
  1169. * The hissing ability checks at each end step to see if it has been boosted when it is cast. You do not need to pay for each round of increase (in fact, you can not do that, even if you really want to increase it again).
  1170. -----
  1171.  
  1172. Not dead Squig
  1173. {1}{Red}{Red}
  1174. Legendary creatures ~ ghosts
  1175. 2/1
  1176. You can cast sphinx from your graveyard or exile.
  1177.  
  1178. * Squi's abilities do not stop you from casting Squi to any other area.
  1179.  
  1180. * When you release Squy from your graveyard or exile, you must comply with Squi's licensing conditions and restrictions on the timing of normal castings, at the same time you must pay for it.
  1181. -----
  1182.  
  1183. Source fire guard Vaduk
  1184. {2}{Red}
  1185. Legendary creatures ~ human / priest
  1186. 3/2
  1187. At the beginning of your round of battle, the source guards Vadok attaches an aura or a weapon to each equipment, and sends a 3/1 red, elemental creature with trample and haste. At the beginning of the next end step, exile these derivatives.
  1188.  
  1189. * Vaduk calculates all Aura and equipment attached to or equipped on it, not just your controller.
  1190.  
  1191. * If Vaduqueque's abilities have been triggered but Vaduqueh left the battlefield before his settlement, the number of Aura and weaponry that Vad Duque had attached or equipped before he left the battlefield would be used to determine how many derivative.
  1192.  
  1193. * If Vaduquek leaves the battlefield after his ability resolves, the derivatives will still be exiled at the beginning of the next closing step.
  1194. -----
  1195.  
  1196. Front wing Violet
  1197. {2}{Red}{Red}
  1198. Legendary creature ~ dragon
  1199. 4/4
  1200. Increase {3} (You can pay extra {3} when casting this spell.)
  1201. flight
  1202. When the front wing Virith enters the battlefield, if it has increased, it sends the legendary derivative creature front wing Carloz, which is a 4/4 red dragon with flying ability.
  1203.  
  1204. * Frontier Vitriz applied a new version of the rule narrative format that sent legendary derivatives. The narrative is functionally the same as this narrative: "Send a legendary 4/4 red, named front wing Karoz, dragon-derived creature with flying ability."
  1205. -----
  1206.  
  1207. Howling Phoenix
  1208. {3}{Red}
  1209. Creature ~ Phoenix
  1210. 2/2
  1211. Flying, agile
  1212. Whenever you attack with three or more creatures, you can pay {2} {red}. If you do this, move Horvath Phoenix from your graveyard to the battlefield and attack.
  1213.  
  1214. When the Wailing Phoenix moves back to the battlefield with its triggered abilities, you have to choose the planeswalker it will attack. The object it attacks can be different from the one you attack other attacking creatures.
  1215.  
  1216. * If the Howling Phoenix enters the battlefield and is attacking, it is not declared as attacking creature during the turn. The ability that is triggered when triggered by a creature is not triggered.
  1217. -----
  1218.  
  1219. Warlord anger
  1220. {red}
  1221. witchcraft
  1222. The creature you control gains first strike until end of turn.
  1223. Draw a card.
  1224.  
  1225. * Even if you have not manipulated creatures, you can cast a warlord anger. You still draw.
  1226. -----
  1227.  
  1228. Master lightning
  1229. {2}{Red}
  1230. moment
  1231. If you control a magician, this spell is reduced by {2} to cast.
  1232. Master lightning strikes deal 3 damage to any target.
  1233.  
  1234. * Once you declare a Master lightning strike, no player can take action until the cost of the spell has been paid. In particular, players can not increase the cost of the spell by removing your magician.
  1235. -----
  1236.  
  1237.  
  1238. green
  1239.  
  1240. Original heart
  1241. {1}{Green}
  1242. moment
  1243. Select the creature whose target you control. If it is a legend, put a +1/+1 counter on it. Then it fights with the creature whose target is controlled by the opponent. (They cause the other party damage equal to their own strength.)
  1244.  
  1245. * Unless you can target both a creature you control and a creature that you are not controlling at the same time, you can not cast an ancient origin.
  1246.  
  1247. * The creatures you control are not legendary. If it is not legendary, it will not get +1/+1 counters before fighting each other.
  1248.  
  1249. * If either of the targets is already an illegal target at the time of ancient primitive attempts, no two creatures will cause or be harmed.
  1250.  
  1251. * If the creature you control is already an illegal target when attempting to settle in the ancient world, you cannot place a +1/+1 counter on it. If the creature is still a legitimate target, but the creature you control is an illegal target, you can still place a counter on the creature you control (if the creature is a legend).
  1252. -----
  1253.  
  1254. Go away
  1255. {1}{Green}
  1256. witchcraft
  1257. Destroy target artifact or enchantment. You can put a land card from your hand into the battlefield.
  1258.  
  1259. * Unless you can choose an artifact or enchantment as the goal, otherwise you can not cast away.
  1260.  
  1261. * Do not go to the effect is not used. Even if you have used it during the turn, it can still put a land card on the battlefield.
  1262.  
  1263. * If the target artifact or enchantment is already an illegal target while trying to settle, it will not be settled. You can not put a land card on the battlefield.
  1264. -----
  1265.  
  1266. Corrosion flow slurry
  1267. {1}{Green}
  1268. Biological ~ fluid
  1269. 2/2
  1270. Whenever the corrosive flow blocks a wearable creature, or is blocked by a wearable creature, eliminate all equipment equipped on the latter creature at the end of the battle.
  1271.  
  1272. * Only when the Delayed Triggered Abilities of the Erosive Slip settle at the end of the battle, decide which weapons to kill. Even if the erosion fluid has left the battlefield before, the weaponry will be destroyed.
  1273.  
  1274. * If a creature blocked or blocked by the erosive stream has left the battlefield, when the ability to erode the streamline settles at the end of the battle, it destroys the equipment that the creature was equipped with on the battlefield immediately before it left the battlefield.
  1275.  
  1276. -----
  1277.  
  1278. Gaia's blessing
  1279. {1}{Green}
  1280. witchcraft
  1281. Target players wash up to three target cards from their graveyard into their library.
  1282. Draw a card.
  1283. When Gaia's blessing is put into your graveyard from your library, wash your graveyard into your library.
  1284.  
  1285. * If there is no legal target for Gaia's blessing in the graveyard (possibly because its target is an illegal target or you did not choose any target), the target player shuffles his or her library.
  1286.  
  1287. * If an effect puts a few cards from your library to your graveyard at the same time, place all cards in the graveyard first, then Gaia's blessing and then wash your graveyard back to your library.
  1288. -----
  1289.  
  1290. Gaia Guardian
  1291. {3}{Green}
  1292. Creature - Elemental / Warrior
  1293. 4/2
  1294. If you can block Gaia Guardian, you must stop it.
  1295.  
  1296. * Use only one creature to block Gaia Keepers. Other creatures can also block it as well as block other creatures, even without blocking them.
  1297.  
  1298. * Defensive player (not you) will decide which creature to block Gaia Guardian.
  1299.  
  1300. * If all creatures controlled by the defensive player are unobstructed (eg, tapped) for any reason, the player can not block Gaia Keeper. If you have to pay to block the Gaia Keeper, this does not force the defensive player to pay the cost, so in this case it is not necessary to block the Gaia Keeper.
  1301. -----
  1302.  
  1303. Growth funeral
  1304. {1}{Green}
  1305. moment
  1306. Increase {2} (You can pay extra {2} when casting this spell.)
  1307. Reset target creature. It gets +2/+2 until the end of the turn. If this spell has increased, change the creature to +4/+4 until end of turn.
  1308.  
  1309. * If growth has increased, the target creature will be reset first and then get +4/+4.
  1310. -----
  1311.  
  1312. Lonely Monkey King Guen
  1313. {4} {Green} {Green}
  1314. Legendary creatures ~ apes / warrior
  1315. 5/5
  1316. Increase {3} (You can pay extra {3} when casting this spell.)
  1317. If the lonely Monkey King Gwyn has increased, it has five +1/+1 counters on the battlefield.
  1318. Whenever Gunun attacks alone, doubling his strength and defense until the end of the turn.
  1319.  
  1320. * If an effect lets you "double" the power of a creature, that creature gets +X/+0, where X is its power. Defensive power is also handled mutatis mutandis.
  1321.  
  1322. * If you double the strength of a creature, its power is less than 0, then change the creature to -X/-0, where X is the absolute value of the current power. For example, if Ghoun receives -7/-0 (and hence -2/5) from an effect, doubling his strength and defense will give it -2/+5, making it - 4/10 until end of turn.
  1323.  
  1324. * If a creature is the only creature declared to be an attacker (including a creature controlled by a teammate, if any, with a teammate) during the declare attackers step, that creature is a separate attack. For example, if you declare several creatures to attack together, but after all these creatures move out of combat but one, then Guinn's last ability does not trigger.
  1325. -----
  1326.  
  1327. Kamar's Druid vows
  1328. {X}{Green}{Green}
  1329. Legendary witchcraft
  1330. (Legendary Witchcraft can only be cast when you control legendary creatures or planeswalker.)
  1331. View the X card on top of your library. You can put any number of legendary permanent cards that have a land and/or total magic cost equal to or less than X on the battlefield. Place the remaining cards in your graveyard.
  1332.  
  1333. * For cards in your library where magical charges include {X}, X is treated as 0.
  1334.  
  1335. * All the permanent objects put into the battlefield in this way are simultaneously entered the battlefield. If these permanents have triggered abilities that trigger when other things enter the battlefield, they can see each other into the battlefield.
  1336. -----
  1337.  
  1338. Luo Yan scout
  1339. {1}{Green}
  1340. Creature ~ Fairy / Scout
  1341. 1/3
  1342. {tap}: You can put a land card from your hand into the battlefield.
  1343.  
  1344. * Lo Yan effect of the scout is not used. Even if you have reached the maximum number of places used for this turn, or are not your turn, this ability can still put a place card on the battlefield.
  1345. -----
  1346.  
  1347. Nurturing people Manwen
  1348. {2} {Green}
  1349. Legendary Creature - Fairy / Druid
  1350. 1/1
  1351. Whenever another goblin enters the battlefield under your control, put a +1/+1 counter on the nurturer Ma Wen.
  1352. {Title}: Add a number of {green}, the number of which equals Ma Wen's power.
  1353.  
  1354. * Cultivating Man-wu's activated abilities belong to mana abilities. It does not have to be stacked and can not be echoed.
  1355. -----
  1356.  
  1357. Aviv Mayan incarnation of Mutani
  1358. {4} {Green} {Green}
  1359. Legendary creatures ~ Elemental / Holy
  1360. 0/0
  1361. Extension, trampling
  1362. Every time you control a land or a land card in your graveyard, Yavemiya's incarnation of Mutani gets +1/+1.
  1363. {1}{Green}, Return the lands you control to its owner's hand: Return Muthani from your graveyard to your hand.
  1364.  
  1365. * Mutany's ability to modify and defend power only works when it is on the battlefield. In all other areas it is a 0/0 creature.
  1366.  
  1367. * To start Mutani's last abilities, you have to move the ground you control from the battlefield back to its owner. You can not move the land card in your graveyard back in this way.
  1368. -----
  1369.  
  1370. Royal Alice carols
  1371. {1}{Green}
  1372. Enchantment ~ discipline
  1373. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1374. I, II—Up to your next turn, creatures you control gain {{tap}: add a little magic to any color."
  1375. III—Place a +1/+1 counter on each creature you control. These creatures gain vigilance, trample, and immortality until the end of the turn.
  1376.  
  1377. *Each chapter of the Yaliz carol can only affect the creatures you control when it settles. Creatures that are only under your control later in the round won't gain a power or get a +1/+1 counter.
  1378. -----
  1379.  
  1380. Spores Crown scattered bacteria
  1381. {1}{Green}
  1382. Creature ~ Fungus
  1383. 2/2
  1384. All other creatures you control that are fungi or saprobiotics get +1/+1.
  1385.  
  1386. * Since the creature's damage is not removed until the end of the turn, non-lethal damage to fungi or saprophyte creatures you control may be lost by leaving the battlefield during the turn Fatal injuries.
  1387.  
  1388. * If a creature is both a fungus and a saprophyte for whatever reason, the ability of the Spiral-sporospheric fungus will only give it +1/+1.
  1389. -----
  1390.  
  1391. Steel leaf fighter
  1392. {Green}{Green}{Green}
  1393. Creature - Fairy / Knight
  1394. 5/4
  1395. Steelbacks cannot be blocked by creatures with a power equal to or less than 2.
  1396.  
  1397. * Once a creature with a power equal to or greater than 3 blocks the creature, changing the power of the blocking creature does not make the creature unblocked.
  1398. -----
  1399.  
  1400. Awakening of the forest
  1401. {2} {Green}
  1402. witchcraft
  1403. Until your next turn, all of the lands you control become 2/2, an elemental creature with prowess, immortality, and agility. They are still land.
  1404.  
  1405. * Arousal does not reset any creatures.
  1406.  
  1407. * Forest Awakening affects only the ground you control when it settles. The land new to you before your next turn will not be a creature.
  1408.  
  1409. * At the beginning of your next resetting step, the land that is awakened by the forest is no longer a creature until you reset the permanent. If this causes a state action to occur or trigger any triggered abilities, process them in your maintenance step.
  1410. -----
  1411.  
  1412. Allosaurus
  1413. {2} {Green} {Green}
  1414. Creature - Dinosaur
  1415. 5/5
  1416. Increase {2} {Green} (You can pay {2} {green} extra when you cast this spell.)
  1417. When the Allosaurus enters the battlefield, if it has grown, it will fight another target creature.
  1418.  
  1419. * No creatures can cause damage or harm if they are no longer on the battlefield when the triggered ability of the base Isolon is no longer on the battlefield or the target of this ability is illegal.
  1420.  
  1421. According to the Allosaurus's ability to target another creature you control (such as an anger capable dinosaur). If you have increased it, but the opponent has no control over the creature you are targeting, you must assign a creature you control to be the target of that ability. Before dinosaurs, please think twice.
  1422. -----
  1423.  
  1424. Spines thorn elements
  1425. {5} {Green} {Green}
  1426. Creature ~ Elemental
  1427. 7/7
  1428. You can make Spike-Thorn elements unblock combat damage equally.
  1429.  
  1430. * When assigning combat damage, you need to choose whether you want to assign all damage to the creature you are blocking, or to assign all damage to players or planeswalker attacked by Spines. You can not distribute the damage on both sides.
  1431. -----
  1432.  
  1433. New Green Messengers
  1434. {5} {Green} {Green} {Green}
  1435. Creature ~ Elemental
  1436. 7/7
  1437. At the beginning of each maintenance, send a 1/1 green rot-derived creature.
  1438.  
  1439. * The new green messenger's ability triggers at the beginning of every sustainment, not just at the beginning of your sustainment.
  1440.  
  1441. * In the Double-Hulk Giant game, the ability of the New Green Messenger to trigger on each team will only be triggered once.
  1442. -----
  1443.  
  1444.  
  1445. Multicolor
  1446.  
  1447. Ember fire style Adrides
  1448. {1}{blue}{red}
  1449. Legendary creatures ~ human / magician
  1450. 2/2
  1451. Flying, agile
  1452. Whenever you cast instant or sorcery spells, the magician you control gets +1/+1 until end of turn.
  1453.  
  1454. *Adelitz's last ability only affects the magician it controls at the time of settlement, including Edlis himself. Creatures you control only after that round, and creatures that become a magician later in the round won't get +1/+1.
  1455.  
  1456. * Adliz's last abilities will be settled one step earlier than the spell that triggered it. Even if the spell is countered, this ability will still be settled.
  1457. -----
  1458.  
  1459. The cursed Arvad
  1460. {3}{white}{black}
  1461. Legendary Creature - Vampire / Knight
  1462. 3/3
  1463. Death touch, Department of life
  1464. Other legendary creatures you control get +2/+2.
  1465.  
  1466. * Since the creature's damage is not removed until the end of the turn, the legendary creature you control is fatally hurt as a result of the cursed Arvard leaving the battlefield during that turn .
  1467. -----
  1468.  
  1469. Regalia Ya Yeer
  1470. {2}{white}{black}
  1471. Legendary creatures ~ human / knight
  1472. 4/4
  1473. alert
  1474. {2} {white}, {tap}: Send a 2/2 white knight-derived creature with alert.
  1475. {Black}, {Tap}, Tap X Knights you control and are not tapped: Elimination of creatures whose target power is equal to or less than X.
  1476.  
  1477. * If Yayır is attacking, tapping it to activate any one of her abilities will not move it out of combat.
  1478.  
  1479. * To pay for Ariel's last abilities, you can tap any knight you control and not tapped; this includes the fact that you did not keep the maneuver at the very beginning of your last turn. However, you must continue to control Yayear at the beginning of your most recent session in order to activate one of their starting abilities.
  1480.  
  1481. *As soon as you declare Yaye's last power activated, no player can take action until the cost of the power is paid. In particular, the player cannot invalidate X by removing or tapping your knight.
  1482.  
  1483. * If Yujayer's last ability attempts to settle, the target creature's power is greater than X, the ability won't settle. After starting this power, you can no longer tap the Cavaliers extra.
  1484. -----
  1485.  
  1486. Resurrection Dragon King Darija
  1487. {4} {Black} {Red} {Green}
  1488. Legendary creature ~ dragon
  1489. 7/7
  1490. Fly, trample, agile
  1491. If Darfur, the dragon king, is going to die, it will instead be exiled and have three eggs on it.
  1492. At the beginning of your maintenance, if Darija has been exiled with an egg egg counter on it, an egg egg counter is removed from it. Then if Darija does not have an egg egg counter, move it back to the battlefield.
  1493.  
  1494. * If there are other effects that state "Exile Darija if it dies," you can force Darija's own effect into effect, giving it three egg indicators.
  1495.  
  1496. * If Darija is banished, but does not have any eggstrings on it, his last ability does not fire and it will not move back to the battlefield.
  1497. -----
  1498.  
  1499. Fire and Song Day ("Buy a Box" Gift Card)
  1500. {4} {red} {white}
  1501. Legendary creature ~ Minotaur / Monk
  1502. 4/6
  1503. The red instant and witchcraft spells you control have life abilities.
  1504. Whenever a white instant or sorcery spell grants you life, Bonfire and Sunday deals 3 damage to target creature or player.
  1505.  
  1506. * If the source controlled by you and destiny deals damage to you, you gain and lose the same amount of life at the same time. Your total life will not change.
  1507.  
  1508. * Wing Fire and Ode to the Last Abilities can not be assigned to Rochester as the goal.
  1509.  
  1510. * If a spell's statement of cost or effect contains a part that gives you life, or if the description of its cost or effect gives you life by the effects of substitution, it is treated as if the spell gave you life. A Spell's Spell or Effect note is also treated as a spell that gives you life if it contains a part that causes damage to a source controlled by you and has a fantastic ability.
  1511.  
  1512. * If you are not controlled by your white instant or sorcery spell so that you get the life, then the last fire ablaze angels and the day will also trigger the ability.
  1513.  
  1514. * If you get a certain amount of life for "something for every one," it will only count as one life-giving event. The last abilities of the fire and the sun will only trigger once.
  1515.  
  1516. * If it's a white spell that does not belong to a spell, or a Witchcraft card that gives you life, such as a triggered ability to reclaim your faith, then the last fire of angels and suns will not trigger.
  1517.  
  1518. * If a red-and-white bizarre spell you control deals damage to multiple objects during the same damage dealt an injury is dealt to every single sentence in the spell with the word "caused" , Wing Fire and Ode to the last ability will only trigger once. A similar situation: If a red-and-white bicolor spell's effect causes it to first harm an object and then causes more damage in the second complete sentence with the "caused" word, The last ability triggers twice. And so on.
  1519.  
  1520. * If a red-and-white bizarre spell you control deals with damage as well as a description of the part that gives you life, the last abilities of Odeon and Odeon trigger twice.
  1521. -----
  1522.  
  1523. Yan pulse Gana
  1524. {3}{Black}{Red}
  1525. Legendary creatures ~ human / warrior
  1526. 3/3
  1527. flash
  1528. As Yan Gan Guna enters the battlefield, return all creature cards that were placed in your graveyard from any area during this turn to your hand.
  1529. Other creatures you control have agility.
  1530.  
  1531. * Which creature cards to move back to your hand is decided by Jana's triggered abilities. If before this, Gana has been in your graveyard for some reason (perhaps because of the "legendary rules"), it will be returned to your hands.
  1532. -----
  1533.  
  1534. Great warlord pull 妲
  1535. {2}{Red}{Green}
  1536. Legendary Creature - Fairy / Warrior
  1537. 3/4
  1538. agile
  1539. Each time one or more creatures you control attack, add an equal amount of magical power in any combination of {red} and/or {green}. Until the end of the turn, you will not lose this magical power by the end of the steps and phases.
  1540.  
  1541. * The amount of magic you will add, which is the amount of creatures you use to attack. This amount does not include creatures that were "attacked" into the battlefield prior to the trigger ability of the 妲, but will contain the number of creatures that were used to attack, but left the battlefield before the triggered ability was cleared.
  1542.  
  1543. * After Lana's triggered ability resolves, you can cast spells and activate abilities before announcing blockers.
  1544. -----
  1545.  
  1546. Yan arrow hella
  1547. {1}{Red}{Green}
  1548. Legendary Creature - Fairy / Archer
  1549. 3/3
  1550. trample
  1551. Whenever you cast a spell, if the spell has increased, you put a +1/+1 counter on the Horahhel, and then Hellal deals damage to each opponent equal to the number of hits. +1/+1 counter quantity.
  1552.  
  1553. * Heral's last abilities will be settled first more than the spell that triggered it. Even if the spell is countered, this ability will still be settled.
  1554.  
  1555. * If the triggered ability of the Herald has been triggered, but before he is settled, the Hellal has left the battlefield. When the ability resolves, you will not put a +1/+1 counter on anything, but Will use the number of +1/+1 counters on the front of the battlefield to determine how much damage is done to each opponent.
  1556.  
  1557. * In the two-headed giant game, the last ability of the Hellard will cause the opponent's team to lose 2 times its life on the +1/+1 counter.
  1558. -----
  1559.  
  1560. Eternal Master Qiu Da
  1561. {1}{blue}{red}{white}
  1562. Legendary creatures ~ human / magician
  1563. 4/3
  1564. flight
  1565. You can pay {white}{blue}{black}{red}{green} instead of paying the magical power of the spell you cast.
  1566.  
  1567. * Qudah's abilities belong to the alternative cost of cast spells. You can not pay this and other alternative fees (such as reposttings) at the same time. You can pay an extra fee (such as an increase) while paying for this alternative fee.
  1568.  
  1569. *If you cast a magical spell with {X} in spell cost using an alternative cost of Tiida, then X is 0.
  1570.  
  1571. * If you can pay the cost of mana as a mana of any color while casting a spell, you can choose to cast it with an alternative cost to the Qudas while still treating it as a magic of any color Force to pay for it.
  1572. -----
  1573.  
  1574. Tide Mudu tower
  1575. {3}{Black}{Green}{Blue}
  1576. Legendary creatures ~ Elemental / Holy
  1577. 6/6
  1578. You may use permanent cards from your graveyard in each round of yours, but each permanent category is at most one. (If a card has several permanent categories, you choose which category to use.)
  1579.  
  1580. * For example, you can cast an artifact card by the artifact card and then a creature card to cast another artifact.
  1581.  
  1582. * You must comply with the conditions and restrictions on the timing of the normal release of the cards that you cast from the graveyard. For example, you can not take advantage of Muduta for extra use or come to Penlo's at your final step.
  1583.  
  1584. * You must pay the fee for the non-card handed down in this way. If the card has an alternative cost, you can pay it instead.
  1585.  
  1586. * Once you begin to cast the card, losing Mududa's control does not affect the spell.
  1587.  
  1588. * If you have used a card from your graveyard and then control a new MuDuta in the same turn, you can then cast another card of that category from your graveyard this turn .
  1589.  
  1590. * If a permanent card enters your graveyard during your course of action and the stack is empty, you have the chance to cast it before any player attempts to remove the card from your graveyard.
  1591.  
  1592. * If there are several effects that allow you to use cards from your graveyard (eg the effects of Kishaf and Kirraf and Karador, Ghost Chieftain), when you start casting the spell, you have to declare which effect you are using .
  1593. -----
  1594.  
  1595. Tafeli's oath
  1596. {3}{white}{blue}
  1597. Legendary enchantment
  1598. When Taffeta's pledge enters the battlefield, exile another permanent object that you control. At the beginning of the next closing step, move it back to the battlefield under its owner's control.
  1599. You can activate the planeswalker's loyalty abilities you control twice per turn, rather than just starting once.
  1600.  
  1601. * If a derivative is exiled in this way, it will disappear completely and will not be moved back to the battlefield.
  1602.  
  1603. * At the beginning of the next closing step, the evicted card will still be moved back to the battlefield, even though the tote of Teffirili is no longer on the battlefield.
  1604.  
  1605. * If the exiled card is Reiki, the card will be chosen by its owner when it returns to the battlefield. The aura that is put into the battlefield in this way does not target anything (so, for example, it attaches to the permanent of the evil of the opponent), but the Reiki attachment ability limits what it can attach to Above. If the Reiki can not be legally attached to anything, it will continue to be exiled.
  1606.  
  1607. * For the second abilities of the Taphiric Oath, you can start the same abilities of the Penlovakian twice, or start the two different abilities of the Penlovak.
  1608.  
  1609. * If you control more than one of the Phytofly vows for any reason, then you will not be able to activate the Penlover you control more than twice in the same turn.
  1610. -----
  1611.  
  1612. Swire glory of the ancient rebirth
  1613. {5}{white}{black}
  1614. Legendary witchcraft
  1615. (Legendary Witchcraft can only be cast when you control legendary creatures or planeswalker.)
  1616. Move all legendary permanent cards back to the battlefield from your graveyard.
  1617.  
  1618. * You must move all legendary permanent cards back to the battlefield, even if some of them will be immediately returned to the graveyard due to Legendary Rules. If the legendary permanent entering the battlefield triggers any abilities, these abilities will enter the stack after Legends Rules come into effect.
  1619.  
  1620. * All the permanent objects put into the battlefield in this way are simultaneously entered the battlefield. If these permanents have triggered abilities that trigger when other things enter the battlefield, they can see each other into the battlefield.
  1621. -----
  1622.  
  1623. Roxanne
  1624. {I}{Blue}{Black}
  1625. Legendary creatures ~ human / artifact division
  1626. 2/2
  1627. When the Kikis believer Rhona enters the battlefield, you can banish the target historical plaque from your graveyard. (Artifacts, legends, and disciplines are historical sites.)
  1628. You can cast non-card deported by Rona.
  1629. {4}, {tap}: Exile the top card of your library.
  1630.  
  1631. * If Lorna leaves the battlefield, the exiled card will continue to be banished. If Lorna enters the battlefield again, then the "other" Lorna's card of exile has nothing to do with it. Sunroof will form a new set of exiled cards with its first and last abilities. The new Sunnah second ability can only be used to cast these cards.
  1632.  
  1633. * Cards deported from your library are banished face up.
  1634.  
  1635. * After Lorna's last ability resolves, you will get priority if it's your turn right now. If the rules permit, you can cast the deported card before other players can do it.
  1636.  
  1637. * You must comply with the conditions and restrictions on the timing of the normal release of the cards you cast from the Exile.
  1638.  
  1639. * You still have to pay the full cost of the spell, including extra costs. You can also pay for alternative costs, such as those given by Master Juda.
  1640.  
  1641. * The card you are banishing is not your hand, so you can not recycle, discard, or activate the activated abilities on that card.
  1642.  
  1643. * Once you begin to cast a card, losing Lorna's control does not affect the spell.
  1644.  
  1645. * The top card of the exiled library was determined at the time when Lorna's last ability was settled. The card may not be the card you put on top of your library when you activated it.
  1646. -----
  1647.  
  1648. Western playoffs Shana
  1649. {green}{white}
  1650. Legendary creatures ~ human / warrior
  1651. 0/0
  1652. Western playoffs Shana can not be controlled by the opponent's ability to target.
  1653. Every time you control a creature, Shana gets +1/+1.
  1654.  
  1655. * A spell controlled by an opponent can target Shana.
  1656.  
  1657. *Sana's abilities to modify power and defense only take effect when it is on the battlefield. In all other areas it is a 0/0 creature.
  1658.  
  1659. * As long as Shana is on the battlefield, his last power will calculate itself, so it will be at least 1/1.
  1660.  
  1661. * Because Marker's creature damage is not removed until the end of the turn, Shana's non-fatal damage may be fatal because other creatures you control during the turn left the battlefield.
  1662. -----
  1663.  
  1664. Guest cabin sticky foot
  1665. {1}{Black}{Green}
  1666. Legendary Creature ~ Fungi
  1667. 2/3
  1668. Whenever a rot that you control dies, the mailer inflicts 1 damage to each opponent and you gain 1 life.
  1669. {4}: Send a 1/1 green rot-derived creature.
  1670.  
  1671. * If a saprophyon controlled by you dies with sticky feet, sticky feet can cause damage and you will have life.
  1672.  
  1673. * In the double-headed giant game, the first ability to get rid of the opponent's team loses 2 life and you gain 1 life.
  1674. -----
  1675.  
  1676. Dominican hero Taifili
  1677. {3}{white}{blue}
  1678. Legend Riverside ~ Tai Feili
  1679. 4
  1680. +1: Draw a card. At the beginning of the next end step, reset both places.
  1681. −3: Place the target nonland permanent at the third position of the top of its owner's library.
  1682. −8: You get the badge with the words “Whenever you draw a card, banishes the target’s permanent that is controlled by your opponent.”
  1683.  
  1684. * By the end of the next step, you need to decide which two fields to reset.
  1685.  
  1686. * You select the target for the triggered ability of the Taffy badge after you see the card you've drawn.
  1687. -----
  1688.  
  1689. Tia Na spacecraft protector
  1690. {3} {red} {white}
  1691. Legendary Creature - Angel / Artifact division
  1692. 3/3
  1693. Flight, first attack
  1694. Whenever a Reiki or a weapon controlled by you enters the graveyard from the battlefield, you can move that card back to its owner at the beginning of the next closing step.
  1695.  
  1696. * Tiana's last ability triggers a delayed trigger ability that will allow you to move the aura or weapon back in the next finishing step. Even if Tina runs away from the battlefield before the next closing step, that ability will still take effect.
  1697.  
  1698. * If a Reiki you control enters the graveyard immediately after Tjana leaves the battlefield (the most likely reason is that Tijana leaves the battlefield, but Aura is activated by the state not being attached to anything Into the graveyard), then Tijuana's last ability will not trigger.
  1699.  
  1700. * If an Aura controlled by you enters into a graveyard with Tiana at the same time (most likely due to the effective elimination of all non-native permanents), you can move it back at the beginning of the next closing step The owner's hands.
  1701.  
  1702. * If an aura or weapon enters your graveyard at the end of the step, you can move it back to the next closing step instead of the current one.
  1703.  
  1704. * If a Reiki or weapon leaves the graveyard after triggering Tijana's last abilities, it can not be moved back to its owner when delayed triggered abilities are resolved.
  1705. -----
  1706.  
  1707.  
  1708. Artifact
  1709.  
  1710. Reclaim Wu Feng
  1711. {two}
  1712. Legendary artifact ~ weapons
  1713. Every time you control a land, creatures wearing this armor get +1/+1.
  1714. Wearing a legendary creature {3}
  1715. Wear {7}
  1716.  
  1717. * "Wearing [property] creatures" is a change in wearing keywords. "Wearing [property] creature [cost]" means "[expense]: This weapon is equipped on the [trait] creature whose target you control. You can only activate this ability at the time you can cast sorcery."
  1718.  
  1719. * Will only check the target creature legend if it is reclaimed when UF's first wearing abilities are activated, and when the ability resolves. If the creature later became a non-legend for some reason, it was still on its surface.
  1720. -----
  1721.  
  1722. Drag the ball
  1723. {two}
  1724. Artifact
  1725. If you tap a land to produce two or more magical powers, it instead produces {nothing} instead of other categories and quantities.
  1726. The spell cast by the player is increased by several charges to cast. The number is "The player adds {1} for every other spell cast this turn."
  1727.  
  1728. * If there are multiple alternative effects that affect the mana generated by the abilities you control, then which one you decide to take effect. Then judge whether there are other such effects that apply. The same alternative effect can not take effect on the same event multiple times in this way.
  1729.  
  1730. * The second power of the ball is used to calculate the number of spells cast throughout the round, even if the ball is not cast on the battlefield. For example, if the stagnation ball itself is the third spell you cast in a turn, your next spell adds {3} to cast.
  1731.  
  1732. * To calculate the total cost of a spell, start with the mana cost (or alternative cost) to be paid, plus the cost increase, minus the cost reduction. Regardless of the total cost of cast spells, its total mana cost will not change.
  1733. -----
  1734.  
  1735. Sword of the ancestors
  1736. {three}
  1737. Artifact ~ weapons
  1738. Creatures with this weapon gain +3/+0 and have alert and trample abilities.
  1739. Whenever a creature wearing this gear dies, equip the sword of the ancestors with creatures you control.
  1740. Wear {three}
  1741.  
  1742. * If the Sword of ancestors has a triggered ability that does not have the proper target, or if the target of the ability is illegal, the Sword of the Sword will remain on the battlefield in the unmanned state.
  1743. -----
  1744.  
  1745. Legion's helmet
  1746. {four}
  1747. Legendary artifact ~ weapons
  1748. At the beginning of your turn's fight, dispatch a derivative that is a replica of a creature wearing the weapon, but if the creature wearing the weapon is legendary, the derivative is not legendary. This derivative gains agility.
  1749. Wearing {5}
  1750.  
  1751. * This derivative will only copy what is printed on the original creature (unless the creature duplicates something or a derivative; more on that later). It does not duplicate the creature's tap, whether or not it has an indicator, an aura, a gear, or any other non-replicating effect that changes its strength, defense, category, color, etc. .
  1752.  
  1753. * The derivative is not a legend, but the book can be copied. If there is something later copied the derivative, then the resulting copy is not legendary. If you manipulate two or more permanent objects of the same name at the same time, but only one of them is a legend, Legendary Rules will not take effect.
  1754.  
  1755. * The derivative will always have agility, but this effect can not be copied. If something has been copied later, the resulting copy will not be agile.
  1756.  
  1757. * If the magical cost of the copied creature contains {X}, then X is treated as 0.
  1758.  
  1759. * If the creature being replicated is a derivative, then the dispatched derivative will duplicate the trait originally assigned by the effect of the derivative.
  1760.  
  1761. * If the copied creature itself has copied something else (for example, if the selected creature is bionic), then this creature enters the battlefield with the selected creature already copied.
  1762.  
  1763. * When this derivative enters the battlefield, any incoming battlefield abilities of the copied creature trigger. Any of the creatures above the selected creature's ability to "When this creature enters the battlefield" or "[This creature] has entered the battlefield..." will also be active.
  1764.  
  1765. * If the creature wearing this weapon leaves the battlefield before the triggered abilities of the Legion's Helm, or if the Legion Helmet is not equipped on any creatures, no derivatives will be dispatched. However, if the Legion's helm leaves the battlefield while its abilities are still on the stack, the assigned creature replicates the creature that eventually wears it. If the creature has also left the battlefield, its last known information is used to determine the appearance of the derivative.
  1766. -----
  1767.  
  1768. Howl
  1769. {three}
  1770. Artifact creature ~ magic image
  1771. 2/3
  1772. Each time a howl is attacked or blocked, each player draws a card.
  1773.  
  1774. * After the triggered ability of the howling monster is settled, the player has the opportunity to cast a spell and launch an alien before declaring the blocker (if the goblins are attacking) or causing damage (if the howling monsters are blocking). can.
  1775. -----
  1776.  
  1777. Ice handler
  1778. {four}
  1779. Artifact
  1780. {1}, {tap}: Tap target artifact, creature, or ground.
  1781.  
  1782. * Once a player announces the casting of a spell or activating an ability, no player can take action until they have paid the relevant fees. In particular, other players cannot attempt to tap that player's permanent to prevent them from paying {tap} or prevent it from generating enough magic power.
  1783. -----
  1784.  
  1785. Youyi pull the beast
  1786. {four}
  1787. Artifact Creature ~ Bird
  1788. 2/2
  1789. flight
  1790. The cast spells you cast are reduced by {1} for casting. (Artifacts, legends, and disciplines are historical sites.)
  1791.  
  1792. * The last abilities of Yura's mercenary do not reduce the amount you pay when cast.
  1793. -----
  1794.  
  1795. Siege car
  1796. {four}
  1797. Artifact creature - siege car
  1798. 5/3
  1799. Siege car if each battle can attack, you must attack.
  1800. Siege giant can not be blocked by the wall.
  1801.  
  1802. * If the siege car is unable to attack for some reason (for example, tapped, or when the turn is under player control), it can not attack. If you have to pay for the attack, that does not force the controller to pay for it, so in that case the creature does not have to attack it.
  1803. -----
  1804.  
  1805. Mishra's self-imitating worker
  1806. {Fives}
  1807. Artifact creatures ~ assembly workers
  1808. 2/2
  1809. Whenever you cast a historic spell, you can pay {1}. If you do this, send a derivative that is a replica of Misla's self-imposed worker. (Artifacts, legends, and disciplines are historical sites.)
  1810.  
  1811. * This derivative has Mishra's ability to imitate a worker. It can also produce its own copy.
  1812.  
  1813. * When you resolve Mithra's self-imitating worker's triggered ability, you cannot pay {1} multiple times to send multiple derivatives. However, if you control multiple Mishra's self-imposed workers, you can pay {1} for each self-imposed worker.
  1814.  
  1815. * The derivative does not copy the insignia of Mizra's self-imitating workers or the damage marked thereon, nor does it duplicate the power, defense, category, color, etc. of other self-imitating workers that have changed Mishra Effect. Generally speaking, this means that this derivative will only be a self-imitating worker of Mishra. However, if any duplication effect has affected the self-imitating workers of the original Mishra, they must be taken into account.
  1816.  
  1817. * If Mishra's self-imitating laborers leave the battlefield before their triggered abilities are settled, the derivative will remain in the battlefield as a copy of Misra's self-imitating laborer and use Misra's self- Replicable eigenvalues ​​on the battlefield.
  1818. -----
  1819.  
  1820. Amber Ma Ke
  1821. {zero}
  1822. Legendary artifact
  1823. {Tap}: Adds a little magical power, the color of which is the color of any of the legendary creatures and planeswalkers you control.
  1824.  
  1825. * Ambermake's abilities allow you to choose a color from among the colors that your controlling creatures and the planeswalker have and add a little of that color's magic power. Instead of having one color each, add a little more of that color mana.
  1826.  
  1827. * If you do not control the legendary creatures or planeswalker, you can start ambermake's ability, but will not add any magic.
  1828.  
  1829. * If your legendary creature and planeswalker are both colorless, you can activate ambermake abilities without adding any mana. "Colorless" is not a color.
  1830. -----
  1831.  
  1832. Navigator compass
  1833. {one}
  1834. Artifact
  1835. When the pilot compass rose into the battlefield, you gain 3 life.
  1836. {tap}: Select a basic place category. Until the end of the round, the land the target controls by you has that category.
  1837.  
  1838. * Obtaining a base category gives the target a corresponding mana ability. Because the place is a new, basic "additional" category, the area retains the previously-existing ability.
  1839. -----
  1840.  
  1841. Magic stone fragments
  1842. {three}
  1843. Artifact
  1844. {tap}: You add {no} to each artifact you control as a piece of Magic Stone.
  1845.  
  1846. * Magic Stone fragments start-up abilities belong to mana ability. It does not have to be stacked and can not be echoed.
  1847. -----
  1848.  
  1849. Sanctuary firm shield
  1850. {two}
  1851. Artifact ~ weapons
  1852. If a source will deal damage to a creature that wears this weapon, prevent 2 of that damage.
  1853. Wear {1}
  1854.  
  1855. * If several sources will deal damage to the creature that wears this weapon at the same time (for example, several blocking creatures), it will prevent 2 damage from each of these sources.
  1856.  
  1857. * If a creature wears two sacred shields, it will prevent 4 damage. Three Sanctuary shields prevent 6 damage, and so on.
  1858.  
  1859. * If there are multiple alternative effects that affect how this will cause harm, the controller of the affected permanent decides the order in which these effects take effect.
  1860. -----
  1861.  
  1862. Warlock wand
  1863. {one}
  1864. Artifact ~ weapons
  1865. The creature that wears this weapon has {{tap}: This creature deals 1 damage to target player or planeswalker. If this creature is a magician, it instead deals 2 damage to that player or planeswalker."
  1866. Wear {three}
  1867.  
  1868. * It is only checked if the creature wearing this gear is a magician when the ability resolves. If the creature has left the battlefield, use its last known information to determine if it is a magician.
  1869.  
  1870. * The source of damage and the source of the damage done are all creatures wearing this gear, not the sorcerer's wand.
  1871. -----
  1872.  
  1873. War training organization
  1874. {one}
  1875. Artifact creature ~ organization
  1876. 1/1
  1877. When the battlefield structure dies, put a +1/+1 counter on the creature you target.
  1878.  
  1879. * If another creature and the combat group's structure are killed at the same time, the ability of the combat group's structure is too late to place a +1/+1 counter on the creature so that it can survive.
  1880. -----
  1881.  
  1882. Kesa's great book
  1883. {two}
  1884. Artifact
  1885. {3}, {tap}: Draw a card. Then discard a card unless you expel a historic card from your graveyard. (Artifacts, legends, and disciplines are historical sites.)
  1886.  
  1887. * You choose to fold or see your graveyard before you see your draw.
  1888.  
  1889. * Even if you can exile a historic sign from a graveyard, you can still choose to discard a card.
  1890. -----
  1891.  
  1892. Voltage servant
  1893. {two}
  1894. Artifact creature ~ organization
  1895. 1/3
  1896. At the beginning of your ending step, reset the target artifact.
  1897.  
  1898. * The power minion's ability to target artifact creatures, including itself.
  1899. -----
  1900.  
  1901. Magic League, Magic, Dominaria, Kaladesh, Etherebus, Amonka, Disillusionment, Ienec, Isilan, Izalan, and Planeswalker, both in the United States In other countries, they are trademarks of Wizards Limited. ©2018 Wizards of the World.
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