daily pastebin goal
44%
SHARE
TWEET

Untitled

a guest Mar 8th, 2018 3,178 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Dominaria released doubts
  2.  
  3.  
  4.  
  5. Editor: Eli Shiffrin, with contributions from Laurie Cheers, Carsten Haese, Nathan Long, Cai Terry, and Thijs van Ommen
  6.  
  7.  
  8.  
  9. This file was recently updated on January 31, 2018
  10.  
  11.  
  12.  
  13. 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.
  14.  
  15.  
  16.  
  17. The "General Interpretation" paragraph contains listing information and explains the mechanisms and concepts in this series.
  18.  
  19.  
  20.  
  21. The "single card puzzle" section provides players with the most important, most common, and most confusing questions to answer this series of cards. The "single card puzzle" section will list the complete rules for you. However, due to limited space, only the cards in this series are listed.
  22.  
  23. -----
  24.  
  25.  
  26. General rules
  27.  
  28.  
  29. Listing Information
  30.  
  31.  
  32.  
  33. 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).
  34.  
  35.  
  36.  
  37. Magical Encounters Experience Day: April 14-15, 2018
  38.  
  39. Pre-sales Weekend: April 21-22, 2018
  40.  
  41. Rotating weekends: April 28-29, 2018
  42.  
  43. Magic League Tournament: April 30, 2018
  44.  
  45. Standard match duel: May 6, 2018
  46.  
  47. Store Championship: June 30 - July 1 2018
  48.  
  49.  
  50.  
  51. 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 format: Karadakh, Ethereum, Amonca, Disillusionment, Ixia, Izalan, 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.
  52.  
  53.  
  54.  
  55. Please visit Magic.Wizards.com/Rules for a complete list of available card series and disabled cards.
  56.  
  57.  
  58.  
  59. Please check with Wizards.com/Locator for an event or vending shop near you.
  60.  
  61. -----
  62.  
  63.  
  64. Dominaria story focus card
  65.  
  66.  
  67.  
  68. 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.
  69.  
  70.  
  71.  
  72. Story focus 1: The edge is gone
  73.  
  74. Story Focus 2: Life and Death
  75.  
  76. Story Focus 3: Final Break
  77.  
  78. Story Focus 4: Persian Borras
  79.  
  80.  
  81.  
  82. 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.
  83.  
  84. -----
  85.  
  86.  
  87. New mechanism: Passing cards
  88.  
  89.  
  90.  
  91. 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.
  92.  
  93.  
  94.  
  95. Binaria History
  96.  
  97. {1}{white}{white}
  98.  
  99. Enchantment - Transmission
  100.  
  101. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  102.  
  103. I, II—Delivers a 2/2 white knight-derived creature with vigilance.
  104.  
  105. III—The knight you control gets +2/+1 until end of turn.
  106.  
  107.  
  108.  
  109. * When Yu Chuan entered the battlefield, his controller placed a learning counter on it. At the beginning of your pre-fighting action phase (followed by the draw step), you place a scholarship counter on each of the disciplines you control. Placing scholarship counters on the discipline in the above manner will not use stacking.
  110.  
  111.  
  112.  
  113. * 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 that ability after the new scholarly pointer is placed on the discipline, this ability It will trigger. The chapter ability will enter the stack and can be responded to.
  114.  
  115.  
  116.  
  117. * 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 will trigger chapter III of that discipline, but it won't trigger chapter abilities I and II again.
  118.  
  119.  
  120.  
  121. * Once a chapter's ability triggers, whether or not the discipline gains or loses the counter, or if the discipline has left the battlefield, the ability on the stack will not be affected.
  122.  
  123.  
  124.  
  125. * If several chapter abilities trigger at the same time, the controllers of those abilities will put them on the stack in any order. If any of these abilities need to specify a goal, you decide on the target when the ability is put on the stack, and the triggered abilities haven't settled yet.
  126.  
  127.  
  128.  
  129. * If the counter was removed from the discipline, the corresponding chapter ability will still be triggered when the discipline receives a new learning counter. Remove the learning counter This action does not trigger chapters in the previous chapter.
  130.  
  131.  
  132.  
  133. * 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.
  134.  
  135. -----
  136.  
  137.  
  138. Important topic: Legendary permanent
  139.  
  140.  
  141.  
  142. 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.
  143.  
  144.  
  145.  
  146. Eternal Archmage Jida
  147.  
  148. {1}{blue}{red}{white}
  149.  
  150. Legendary Creature - Human/Magician
  151.  
  152. 4/3
  153.  
  154. flight
  155.  
  156. You can pay {white}{blue}{black}{red}{green} instead of paying the magical power of the spell you cast.
  157.  
  158.  
  159.  
  160. Amber
  161.  
  162. {zero}
  163.  
  164. Legendary artifact
  165.  
  166. {Tap}: Adds a little magical power, the color of which is the color of any of the legendary creatures and planeswalkers you control.
  167.  
  168.  
  169.  
  170. * 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.
  171.  
  172.  
  173.  
  174. * If a player controls two or more legendary permanents of the same name, the player chooses to leave one and put the rest in their owner's graveyard. This is called the "legendary rule."
  175.  
  176.  
  177.  
  178. * The "Legend Rules" cares about whether the English name of the legendary permanent is exactly the same. For example, you can simultaneously manipulate the master of the song, Tai Fei Li, and the hero of the Dominican hero Tefili.
  179.  
  180.  
  181.  
  182. * "Legend Rule" does not need to stack. Once you control two legendary permanents of the same name, you cannot take any action until the "Legend Rules" takes effect. If any of the abilities are triggered by new legendary permanents entering the battlefield, these abilities will enter the stack after the "legendary rules" take effect.
  183.  
  184.  
  185.  
  186. * With the exception of the "Legend Rules," the legendary super category on permanents will not create a restriction in itself. You can manipulate any number of legendary permanents of different names, and your deck can contain any number of legendary cards (but no more than four cards of the same name).
  187.  
  188. -----
  189.  
  190.  
  191. New Mechanism: Legendary Witchcraft
  192.  
  193.  
  194.  
  195. 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.
  196.  
  197.  
  198.  
  199. The death of KSA
  200.  
  201. {4}{white}
  202.  
  203. Legendary Witchcraft
  204.  
  205. (Only you can cast Legendary Witchcraft when you control Legendary Creature or Planeswalker.)
  206.  
  207. Exile all non-legend non-land permanents.
  208.  
  209.  
  210.  
  211. * Unless you control legendary creatures or legendary planeswalkers, you cannot cast legendary sorcery. Once you begin to cast legendary sorcery, losing the control of the legendary creature and planeswalker at this time will not affect the spell.
  212.  
  213.  
  214.  
  215. * Except for casting restrictions, the legendary supertype on witchcraft itself does not add any other rule constraints. You can cast any number of legendary sorcery in a turn, and your deck can contain any number of legendary cards (but no more than four cards of the same name).
  216.  
  217. -----
  218.  
  219.  
  220. New Words: Historic Sites
  221.  
  222.  
  223.  
  224. 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 signs to commemorate the brilliant past of time and space. Historical sites are game terms and 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.
  225.  
  226.  
  227.  
  228. Clear Sky Captain Juila
  229.  
  230. {2}{Blue}{Red}
  231.  
  232. Legendary Creature - Human/Artifactist
  233.  
  234. 3/3
  235.  
  236. Whenever you cast a historic spell, draw a card. (Artifacts, legends, and disciplines are historical sites.)
  237.  
  238.  
  239.  
  240. *As long as a card, spell, or permanent has the legendary super category, the artifact category, or the subcategory, it is a historical site. Even if an object meets both of the above two conditions, it will not allow its historical value to be higher, nor will it provide additional bonus-objects to be divided into two situations: "a historical site" and "not a historical site."
  241.  
  242.  
  243.  
  244. * Some powers trigger on "Whenever you cast a historic spell." This type of ability will be settled one step ahead of the spell that triggered it. Even if the spell is countered, this ability will still resolve.
  245.  
  246.  
  247.  
  248. * If a history card is put into the battlefield without being cast, it does not trigger the ability to be triggered by the "Whenever You Cast Historical Curse."
  249.  
  250.  
  251.  
  252. *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.
  253.  
  254. -----
  255.  
  256.  
  257. Resurrection Keywords: Increase
  258.  
  259.  
  260.  
  261. The increase in this return keyword will allow you to pay more for the spell to become more "powerful."
  262.  
  263.  
  264.  
  265. Gluttony Barosi
  266.  
  267. {2} {Green} {Green}
  268.  
  269. Creature - Beast
  270.  
  271. 4/4
  272.  
  273. Increase {4} (You can pay {4} when you cast this spell.)
  274.  
  275. If gluttonous Barosi has increased, it has three +1/+1 counters on the battlefield.
  276.  
  277.  
  278.  
  279. The rate of increase has not changed compared with the previous time.
  280.  
  281.  
  282.  
  283. *You can't pay for the increase more than once.
  284.  
  285.  
  286.  
  287. * If you put a permanent with an increase of ability into the battlefield without casting it, you cannot increase it.
  288.  
  289.  
  290.  
  291. * If you copy an increased instant or sorcery spell, the copy has also increased. If a card or derivative enters the battlefield as a duplicate of a permanent, the new permanent does not increase, even if the original permanent increases.
  292.  
  293.  
  294.  
  295. *To calculate the total cost of a spell, start with the magical charges you are going to pay (or alternate fees, if you have other cards that allow you to pay for them), plus the amount of the increase (for example, the increase Can) and then subtract the amount of cost reduction. Regardless of the total cost of casting a spell, its total magical cost will not change.
  296.  
  297. -----
  298.  
  299.  
  300. Rule Change: Damage cannot be transferred to Planeswalker
  301.  
  302.  
  303.  
  304. Previously, if the source you control will cause 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 that 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:
  305.  
  306.  
  307.  
  308. · The target creature or player marked in the ability is changed to "Any goal."
  309.  
  310. · 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 power will only harm the player.
  311.  
  312. • 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.
  313.  
  314. • The ability to cause damage without having to specify a target has not been undone (except for the ability of a bottled woman).
  315.  
  316.  
  317.  
  318. In addition to the above changes, amendments have also been made to other cards that will affect the amount of damage done. In particular, the effect of preventing damage to a certain target can be prevented, and errata can be obtained by following the above principles.
  319.  
  320.  
  321.  
  322. Master lightning strike
  323.  
  324. {2}{Red}
  325.  
  326. moment
  327.  
  328. If you control a magician, this spell is reduced by {2} to cast.
  329.  
  330. Master lightning strikes deal 3 damage to any target.
  331.  
  332.  
  333.  
  334. Yaya's Fire Purgatory
  335.  
  336. {X}{Red}{Red}
  337.  
  338. Legendary Witchcraft
  339.  
  340. (Only you can cast Legendary Witchcraft when you control Legendary Creature or Planeswalker.)
  341.  
  342. Yaya's Fire Purgatory inflicts X damage on up to three targets each.
  343.  
  344.  
  345.  
  346. * If a spell or ability needs to specify a goal, but the word "Target" is not specified, the target can be a creature, player, or planeswalker. Such statements may be abbreviated as "any one goal" or "another goal," and may also include quantities such as "up to three goals." You cannot use this method to target cards or permanents that are not creatures or planeswalkers.
  347.  
  348.  
  349.  
  350. * 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.
  351.  
  352.  
  353.  
  354. 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.
  355.  
  356.  
  357.  
  358. Wu Yanyong
  359.  
  360. {4} {Red} {Red}
  361.  
  362. Legendary plane loft ~ Zhuo Zhuo
  363.  
  364. +1: Add {red}{red}. Wu Yan Yong will cause Zhuo Zhu to deal 2 damage to the target player.
  365.  
  366. −3: Wu Yan Yong will cause Zhuo Zhu to deal 3 damage to target creature or planeswalker.
  367.  
  368. −7: Wu Yan bravely conjures 10 points of damage to the target player and each creature and planeswalker they control.
  369.  
  370.  
  371.  
  372. Fire and Song Day
  373.  
  374. {4} {red} {white}
  375.  
  376. Legendary Creature - Minotaur/Monk
  377.  
  378. 4/6
  379.  
  380. The red instant and magic spells you control have lifesaving abilities.
  381.  
  382. Whenever a white instant or sorcery spell grants you life, Bonfire and Sunday deals 3 damage to target creature or player.
  383.  
  384. -----
  385.  
  386.  
  387. New words: Multiple non-functional changes
  388.  
  389.  
  390.  
  391. 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.
  392.  
  393.  
  394.  
  395. Remove the word "magic pool" from the card statement. This concept still exists in the rules of the game. If there is an effect that requires the player to add a certain amount of magical power, the player adds that magical power to the magical pool.
  396.  
  397.  
  398.  
  399. Luo Yi leprechaun
  400.  
  401. {green}
  402.  
  403. Creature - Goblin / Druid
  404.  
  405. 1/1
  406.  
  407. {tap}: Add {green}.
  408.  
  409.  
  410.  
  411. 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 it.)
  412.  
  413.  
  414.  
  415. Homeily explorer
  416.  
  417. {3}{Blue}
  418.  
  419. Creature - Homerley / Scout
  420.  
  421. 3/3
  422.  
  423. When the Homeily explorer enters the battlefield, the target player places four cards on top of his library into his graveyard.
  424.  
  425.  
  426.  
  427. For abilities that affect the behavior of spells on the stack, such as extra charges, etc., use "this spell" instead of the full name when referring to yourself.
  428.  
  429.  
  430.  
  431. Mage refutation
  432.  
  433. {I}{Blue}{Blue}
  434.  
  435. moment
  436.  
  437. If you control a magician, this spell is reduced by {1} to cast.
  438.  
  439. Counter target spell.
  440.  
  441.  
  442.  
  443. Finally, a horizontal line is added between the regular and background descriptions on the board.
  444.  
  445. -----
  446.  
  447.  
  448. Combination: "Inspection place"
  449.  
  450.  
  451.  
  452. 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.
  453.  
  454.  
  455.  
  456. Isolated Chapel
  457.  
  458. Ground
  459.  
  460. Unless you control the plains or swamps, orphaned chapels must be tapped into the battlefield.
  461.  
  462. {tap}: Add {white} or {black}.
  463.  
  464.  
  465.  
  466. *The ability to enter the battlefield ability check of these two-colored lands is whether or not the land you control includes one of the two land categories specified, rather than checking the specified name. The places that meet their inspection standards do not have to be basic. For example, if you control the star cluster (non-basic land with forest and plain land types), the orphaned chapel will not tap into the battlefield.
  467.  
  468.  
  469.  
  470. * This type of two-colored ground itself has no category. For example, an isolated chapel is not plain. If you control only orphaned chapels, the second isolated chapel will not enter the battlefield in an untapped state.
  471.  
  472.  
  473.  
  474. * When this kind of ground enters the battlefield, they will check the land already on the battlefield. They will not see the land that enters the battlefield with them at the same time.
  475.  
  476.  -----
  477.  
  478.  
  479. Single card puzzle
  480.  
  481.  
  482.  
  483. colorless
  484.  
  485.  
  486.  
  487. Krishna Kahn
  488.  
  489. {four}
  490.  
  491. Legendary planewalker ~ Kahn
  492.  
  493. 5
  494.  
  495. +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.
  496.  
  497. −1: Put a card that you own and has silver counters on it from your exile zone.
  498.  
  499. −2: Sends a 0/0 colorless structure artifact artifact creature, and has “If you control one artifact, this creature gets +1/+1.”
  500.  
  501.  
  502.  
  503. * Derivatives sent by Kahn's last ability count themselves, so it is at least 1/1.
  504.  
  505.  
  506.  
  507. * Kahn is colorless but not an artifact. Kahn is not counted as a structural derivative sent by Kahn’s last ability.
  508.  
  509. -----
  510.  
  511.  
  512.  
  513.  
  514.  
  515. white
  516.  
  517.  
  518.  
  519. Akif custodian Baird
  520.  
  521. {2}{white}{white}
  522.  
  523. Legendary Creature - Human Soldier
  524.  
  525. 2/4
  526.  
  527. alert
  528.  
  529. For each creature, unless its controller pays {1}, it cannot attack you or the Planeswalker you control.
  530.  
  531.  
  532.  
  533. * If you control Baird, your opponent does not have to pay a fee to make these creatures attack the creature that states "This creature must attack if it can attack." If the creature has no other player or planeswalker to attack, the creature does not attack.
  534.  
  535.  
  536.  
  537. * In a two-headed giant game, creatures can attack your teammates or planeswalkers controlled by your teammates without having to pay magical power. This is different from the past rules.
  538.  
  539. -----
  540.  
  541.  
  542.  
  543. Marshal Binaria
  544.  
  545. {white} {white} {white}
  546.  
  547. Creature - Human/Knight
  548.  
  549. 3/3
  550.  
  551. Other creatures you control get +1/+1.
  552.  
  553.  
  554.  
  555. *Because the creature's damage is not removed until the end of the turn, creatures you control gain non-lethal damage and may become fatal because Marshal Binnariya leaves the battlefield during the turn.
  556.  
  557. -----
  558.  
  559.  
  560.  
  561. charge
  562.  
  563. {White}
  564.  
  565. moment
  566.  
  567. Creatures you control get +1/+1 until end of turn.
  568.  
  569.  
  570.  
  571. * 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.
  572.  
  573. -----
  574.  
  575.  
  576.  
  577. Unbreakable Guardian
  578.  
  579. {White}
  580.  
  581. Creature - Human/Knight
  582.  
  583. 2/1
  584.  
  585. When you are unyielding guards into the battlefield, choose another creature you control.
  586.  
  587. Sacrifice Guard: The creature gains immortality until the end of the turn.
  588.  
  589.  
  590.  
  591. * The first ability that does not yield to Guardian is not a triggered ability and does not need to be stacked. Players cannot respond to your decision to choose which creature to protect.
  592.  
  593.  
  594.  
  595. * If you do not surrender Guardians to the battlefield with another creature at the same time, you cannot choose the latter creature for the Guardian's ability.
  596.  
  597.  
  598.  
  599. * If the chosen creature leaves the battlefield, you can't choose another creature to allow the guard to protect. If you start its last ability in this situation, no creature will gain immortal power.
  600.  
  601. -----
  602.  
  603.  
  604.  
  605. Seal
  606.  
  607. {2}{white}
  608.  
  609. Enchantment - Reiki
  610.  
  611. Attached to the creature
  612.  
  613. Attached creatures get +2/+2, first strike abilities, and extra Knight.
  614.  
  615.  
  616.  
  617. * 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.
  618.  
  619. -----
  620.  
  621.  
  622.  
  623. Ning Cheng witness Evra
  624.  
  625. {4}{white}{white}
  626.  
  627. Legendary Creature - Saints
  628.  
  629. 4/4
  630.  
  631. Life
  632.  
  633. {4}: Exchange your total life with the power of Ning Cheng witness Evra.
  634.  
  635.  
  636.  
  637. *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.
  638.  
  639.  
  640.  
  641. * When this activated ability resolves, Evra's power will become your previous total life, and you will therefore gain or lose some life to equal your total life to Evra's previous strength. Other cards that interact with life or lose life will interact with this effect.
  642.  
  643.  
  644.  
  645. * 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.
  646.  
  647. -----
  648.  
  649.  
  650.  
  651. Solan Blue
  652.  
  653. {5}{white}
  654.  
  655. Enchantment - Transmission
  656.  
  657. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  658.  
  659. I - destroy all places.
  660.  
  661. II, III—Each player returns two land cards from their graveyard to the battlefield.
  662.  
  663.  
  664.  
  665. If there is only one land card in a player's graveyard, if any one of the two chapters' abilities is settled after Suo Lam's death record, the player will return the land card to the battlefield.
  666.  
  667. -----
  668.  
  669.  
  670.  
  671. Healing Brightness
  672.  
  673. {White}
  674.  
  675. moment
  676.  
  677. Choose a source. In this round, prevent that source from dealing 3 damage to any one target. You gain 3 life.
  678.  
  679.  
  680.  
  681. * Healing Glory only targets creatures, Planeswalkers, or players who have acquired damage protection Shield. The source is not designated as a goal.
  682.  
  683.  
  684.  
  685. * You can only select one source, even if the source does not cause 3 damage.
  686.  
  687.  
  688.  
  689. * Even if you don't prevent any damage, you will gain 3 life when healing healing is done.
  690.  
  691. -----
  692.  
  693.  
  694.  
  695. Binaria History
  696.  
  697. {1}{white}{white}
  698.  
  699. Enchantment - Transmission
  700.  
  701. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  702.  
  703. I, II—Delivers a 2/2 white knight-derived creature with vigilance.
  704.  
  705. III—The knight you control gets +2/+1 until end of turn.
  706.  
  707.  
  708.  
  709. * 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.
  710.  
  711. -----
  712.  
  713.  
  714.  
  715. Calling God
  716.  
  717. {2}{white}
  718.  
  719. moment
  720.  
  721. Destroy target artifact or enchantment. You gain 4 life.
  722.  
  723.  
  724.  
  725. * If the target artifact or enchantment is already an illegal target when the supernatural power is attempted to resolve, the spell will not be settled. You will not get any life.
  726.  
  727. -----
  728.  
  729.  
  730.  
  731. Good Knight
  732.  
  733. {1}{white}
  734.  
  735. Creature - Human/Knight
  736.  
  737. 2/2
  738.  
  739. First attack
  740.  
  741. Anti-darkness (This creature cannot be the target of black spells or abilities that opponents control.)
  742.  
  743. As long as any player controls a black permanent, the Good Knight gains +1/+0.
  744.  
  745.  
  746.  
  747. * "Anti-characteristics" is a change in the ability to ward off evil spirits. "Anti-darkness" means "This permanent cannot be a black spell controlled by an opponent, or a target of a black source abilities controlled by an opponent."
  748.  
  749.  
  750.  
  751. * If there is an effect that indicates that a creature has lost its abilities, or that it can be designated as a target without abilities, this effect will also work against evil.
  752.  
  753.  
  754.  
  755. * 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.
  756.  
  757. -----
  758.  
  759.  
  760.  
  761. Fermi Rui’s Awesomeness
  762.  
  763. {3}{white}
  764.  
  765. Legendary Creature - Human/Knight
  766.  
  767. 2/2
  768.  
  769. batter
  770.  
  771. The creatures you control and have first strike have combo abilities.
  772.  
  773.  
  774.  
  775. * Creatures with both first-strike abilities and combo abilities can deal damage as creatures with combos. It does not cause three damages, nor does it deal damage to any other creature with first strike.
  776.  
  777.  
  778.  
  779. * If a creature you control gains first strike power after Guinn enters the battlefield, the creature also gains a battered ability.
  780.  
  781.  
  782.  
  783. * If a creature loses a combo after causing its first strike damage, it will not cause normal combat damage.
  784.  
  785. -----
  786.  
  787.  
  788.  
  789. Dawn of the Lambs
  790.  
  791. {3}{white}{white}
  792.  
  793. Legendary Creature - Angel
  794.  
  795. 5/5
  796.  
  797. Flight, first strike, life
  798.  
  799. The other days you control give +1/+1 and lifelinks.
  800.  
  801.  
  802.  
  803. * Several lifesaving abilities on the same creature won't accumulate.
  804.  
  805.  
  806.  
  807. *Because the creature's damage is not removed until the end of the turn, the angels you control are non-lethal damage and may become fatal because of Leila leaving the battlefield during the turn.
  808.  
  809. -----
  810.  
  811.  
  812.  
  813. Wings of Sarah
  814.  
  815. {3}{white}
  816.  
  817. Legendary Enchantment - Reiki
  818.  
  819. Attached to the creature
  820.  
  821. The attached creature is legendary, gaining +1/+1, and has flying, warning, and life threatening abilities.
  822.  
  823.  
  824.  
  825. * Several flights, warnings, and/or lifelinks on the same creature won't accumulate.
  826.  
  827.  
  828.  
  829. * If you control two Wings of Sarah and are attached to two creatures with the same name, the "Legend Rule" will take effect for both the attached creature and the wing of Sarah. You can choose to leave the wing of Sarah Sarah attached to the creature you want to keep.
  830.  
  831.  
  832.  
  833. *If you control two permanents with the same name at the same time, but only one of them is a legend, the "Legend Rules" will not take effect.
  834.  
  835. -----
  836.  
  837.  
  838.  
  839. Pick off
  840.  
  841. {1}{white}
  842.  
  843. Enchantment
  844.  
  845. flash
  846.  
  847. When plucked into the battlefield, banish target creatures that have been manipulated by opponents until they are removed from the battlefield.
  848.  
  849.  
  850.  
  851. * If you leave the battlefield before its triggered ability resolves, the target creature will not be banished.
  852.  
  853.  
  854.  
  855. * The Aura attached to the banished creature will be placed in its owner's graveyard. Equipment will be uninstalled and left on the battlefield. Any banned creatures will disappear.
  856.  
  857.  
  858.  
  859. * When the card moves back to the battlefield, it will be a brand new item and will not be associated with previously banished cards.
  860.  
  861.  
  862.  
  863. * If you exile a derivative in this way, it will completely disappear and will not be returned to the battlefield.
  864.  
  865. -----
  866.  
  867.  
  868.  
  869. St. Zuling Disciple Iron Summer
  870.  
  871. {3}{white}
  872.  
  873. Legendary Creature - Bird / Monk
  874.  
  875. 2/2
  876.  
  877. flight
  878.  
  879. 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.)
  880.  
  881.  
  882.  
  883. * If the mana cost of a card in your graveyard includes {X}, then X is treated as 0.
  884.  
  885. -----
  886.  
  887.  
  888.  
  889. Gerald Triumph
  890.  
  891. {1}{white}
  892.  
  893. Enchantment - Transmission
  894.  
  895. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  896.  
  897. I, II—Place a +1/+1 counter on the creature with the highest power you control.
  898.  
  899. III - Target The most powerful creature you control gains flying, first strike, and lifesaving until end of turn.
  900.  
  901.  
  902.  
  903. * Each chapteral power of Gerald Tribune will target the most powerful of the creatures you control. If another biological force you control becomes maximum before the ability resolves, the target is illegal.
  904.  
  905. -----
  906.  
  907.  
  908.  
  909.  
  910.  
  911. blue
  912.  
  913.  
  914.  
  915. College Faithful Master
  916.  
  917. {4}{Blue}
  918.  
  919. Creature - Human/Magician
  920.  
  921. 3/2
  922.  
  923. If you control a magician, this spell is reduced by {1} to cast.
  924.  
  925. When the college trained wizards enter the battlefield, they return the creatures their opponents control to their owners.
  926.  
  927.  
  928.  
  929. * If you control more than one magician, the cost of practicing the wizard will only decrease by {1}.
  930.  
  931.  
  932.  
  933. *Once you announce the cast of the Faculty Wizard, no player can take action until the cost of the spell is paid. In particular, the player cannot increase the cost of the spell by removing your magician.
  934.  
  935. -----
  936.  
  937.  
  938.  
  939. Battle of Ancient Civilizations
  940.  
  941. {3}{Blue}
  942.  
  943. Enchantment - Transmission
  944.  
  945. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  946.  
  947. 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.
  948.  
  949. III—The artifacts you control become artifact creatures with a base strength and defense of 5/5 until end of turn.
  950.  
  951.  
  952.  
  953. * 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.
  954.  
  955.  
  956.  
  957. * The last chapter of the ancient civilization warfare will cover the normal base force and defensive power of artifact creatures, as well as all previous effects that set the base and defensive power of artifact creatures to a specific value. The effect of any set power or defense will be overshadowed by this effect if it takes effect after the ability resolves.
  958.  
  959.  
  960.  
  961. * Changes in the effects of the power and/or defensive power of the affected artifact creature, such as Juli growth, will take effect regardless of when the effect begins. The counter that will change the strength and/or defense of the creature, and the effect of the exchange of its strength and defense, will also be effective.
  962.  
  963.  
  964.  
  965. * 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.
  966.  
  967.  
  968.  
  969. * If the equipment that is equipped with the creature becomes an artifact creature, it will be uninstalled. Its ability to wear can start, but it will not be equipped on the target creature.
  970.  
  971. -----
  972.  
  973.  
  974.  
  975. Confused
  976.  
  977. {2}{Blue}
  978.  
  979. moment
  980.  
  981. Target creature gets -4/-0 until end of turn.
  982.  
  983. Draw a card.
  984.  
  985.  
  986.  
  987. * If the target creature is already an illegal target when it is confused and tries to settle, the spell will not be settled. You will not draw cards accordingly.
  988.  
  989. -----
  990.  
  991.  
  992.  
  993. Blink of an eye
  994.  
  995. {1}{blue}
  996.  
  997. moment
  998.  
  999. Increase {1}{blue} (You can pay {1}{blue} for this spell.)
  1000.  
  1001. Return the target non-permanent object to its owner's hand. If this spell has increased, draw a card.
  1002.  
  1003.  
  1004.  
  1005. * If the target creature is already an illegal target while trying to settle with blink of an eye, the spell will not settle. If it has increased, you will not draw cards accordingly.
  1006.  
  1007. -----
  1008.  
  1009.  
  1010.  
  1011. Curator
  1012.  
  1013. {2}{Blue}
  1014.  
  1015. Enchantment - Reiki
  1016.  
  1017. Attached to permanents
  1018.  
  1019. The attached permanent has evil abilities.
  1020.  
  1021. When the attached permanent leaves the battlefield, if it is a historic site, two cards are drawn. (Artifacts, legends, and disciplines are historical sites.)
  1022.  
  1023.  
  1024.  
  1025. * If the curator's guard is attached to a permanent on a monument that you don't control, when the permanent leaves the battlefield, the person who draws two cards is you, not the controller of the permanent.
  1026.  
  1027.  
  1028.  
  1029. * If you allow an opponent's permanent to gain magical powers (such as attaching the curator to it), the player can still target the permanent, but you cannot.
  1030.  
  1031. -----
  1032.  
  1033.  
  1034.  
  1035. Frozen cold
  1036.  
  1037. {2}{Blue}
  1038.  
  1039. Enchantment - Reiki
  1040.  
  1041. Attached to the creature
  1042.  
  1043. 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.
  1044.  
  1045.  
  1046.  
  1047. * For the target creature, the effect of setting its basic strength and defensive power to a specific value will be covered by the cold and the cold. The effect of any set power or defense will be overshadowed by this effect if it takes effect after the ability resolves.
  1048.  
  1049.  
  1050.  
  1051. * Changes in the effects of forces and/or defensive forces of the affected creatures, such as giant force growth, will take effect regardless of when the effect begins. The counter that changes the strength and/or defense of the creature, and the effect of the exchange of its strength and defense, will also be effective.
  1052.  
  1053.  
  1054.  
  1055. * If the attached creature has an ability that grants an ability to another object, freezing cold will prevent it from doing so. If the attached creature gains a certain ability after the cold snap settlement, the creature still has that power.
  1056.  
  1057. -----
  1058.  
  1059.  
  1060.  
  1061. Polas
  1062.  
  1063. {4}{Blue}{Blue}
  1064.  
  1065. Legendary Enchantment - Reiki
  1066.  
  1067. Attached to permanents
  1068.  
  1069. You control the attached permanent.
  1070.  
  1071. The attached permanent is a legend.
  1072.  
  1073.  
  1074.  
  1075. * Even if you gain control of a permanent, you will not be allowed to gain control of any aura or weapon on it at the same time. Although they will remain attached to the creature, the note's Reiki effect will still affect its controller, not you, and the controller of the weapon can move it to the next action phase. Biologically, and so on.
  1076.  
  1077.  
  1078.  
  1079. * If you control two controlled polas and are attached to two permanents with the same name, the "Legend Rule" will apply to both the attached permanent and the regulated Perlas. You can choose to leave a restricted Polas attached to the permanent you want to keep.
  1080.  
  1081.  
  1082.  
  1083. *If you control two or more permanents with the same name at the same time, but only one of them is a legend, the "Legend Rules" will not take effect.
  1084.  
  1085. -----
  1086.  
  1087.  
  1088.  
  1089. Kahn's time is fragmented
  1090.  
  1091. {4}{Blue}{Blue}
  1092.  
  1093. Legendary Witchcraft
  1094.  
  1095. (Only you can cast Legendary Witchcraft when you control Legendary Creature or Planeswalker.)
  1096.  
  1097. The target player makes an extra round after this turn. Move at most one target nonland permanent back to its owner's hand. The time of banishment of Kahn is fragmented.
  1098.  
  1099.  
  1100.  
  1101. * If at Kahn's time the fragmentation settles, one of the players selected as the target and the non-land permanent has become an illegal target, another target will be affected as usual, and Kahn's time fragmentation will Exiled. If both goals are already illegal, Kahn's time fragmentation will not settle and will not be banished.
  1102.  
  1103. -----
  1104.  
  1105.  
  1106.  
  1107. Mermaid Tricksman
  1108.  
  1109. {blue}{blue}
  1110.  
  1111. Creature - Mermaid / Magician
  1112.  
  1113. 2/2
  1114.  
  1115. flash
  1116.  
  1117. When the mermaid creeps enter the battlefield, tap targets creatures controlled by opponents. It loses all power until the end of the turn.
  1118.  
  1119.  
  1120.  
  1121. *Once you declare a spell or activate an ability, no player can take action until they have paid the relevant fees. In particular, the player cannot attempt to remove permanent activated abilities to make it ineffective. After starting, even if the creature loses its ability, the ability already on the stack will settle as usual.
  1122.  
  1123.  
  1124.  
  1125. * If the target creature has an ability that triggers when it is tapped, the ability triggers before it loses all power.
  1126.  
  1127.  
  1128.  
  1129. * If the target creature prints a force and defense of */* and has an ability to define its power and defense, 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.
  1130.  
  1131. -----
  1132.  
  1133.  
  1134.  
  1135. Ying Qi Bao Zhu explore
  1136.  
  1137. {4}{Blue}
  1138.  
  1139. Enchantment - Transmission
  1140.  
  1141. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1142.  
  1143. I—Return the target instant card from your graveyard to your hand.
  1144.  
  1145. II—Return the target wizardry card from your graveyard to your hand.
  1146.  
  1147. III—Before the end of the turn, whenever you cast an instant or sorcery spell, copy it. You can choose new goals for this replica.
  1148.  
  1149.  
  1150.  
  1151. * The last chapter of Yingqi Baozhu's exploration will copy all the instant and voodoo spells you cast, not just the target.
  1152.  
  1153.  
  1154.  
  1155. * The replica was created in the stack so it was not "cast". The ability that is triggered by the player casting a spell does not trigger.
  1156.  
  1157.  
  1158.  
  1159. * The target of the replica will be the same as the original spell unless you choose a new target. You can change any number of goals, regardless of all changes or partial changes. If you can't choose a new legal goal for one of the goals, it will remain as it is without changing it (even if the current goal is not legal).
  1160.  
  1161.  
  1162.  
  1163. * If the copied spell has a pattern (that is, it is marked with "Choose an item ~" or the like), the copy will have the same pattern as the original spell. Can't choose different modes.
  1164.  
  1165.  
  1166.  
  1167. * If the spell being copied includes the X value that was determined at the time of casting (such as Yaya's Purgatory Purgatory), the X value of the replica is the same as the original spell.
  1168.  
  1169.  
  1170.  
  1171. * If the spell also determines how the damage was assigned when cast (e.g., increased fire), you cannot change the assignment (but you can still change the target that will be harmed).
  1172.  
  1173.  
  1174.  
  1175. * The controller of the replica cannot choose to pay any alternative or additional fees for the replica. However, the effects of any alternative or additional fees paid for the original spell will be copied, as if each copy had paid the same amount of money.
  1176.  
  1177. -----
  1178.  
  1179.  
  1180.  
  1181. Dean Nai Bang
  1182.  
  1183. {1}{blue}
  1184.  
  1185. Legendary Creature - Human/Magician
  1186.  
  1187. 2/1
  1188.  
  1189. If a magician you control down the battlefield triggers a triggered ability of a permanent that you control, that ability triggers an extra time.
  1190.  
  1191.  
  1192.  
  1193. *Naiban affects the magician's incoming battlefield triggered abilities and other triggered abilities that trigger when an eligible wizard enters the battlefield. Such triggered abilities will begin with "When" or "Whenever ~."
  1194.  
  1195.  
  1196.  
  1197. * 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.
  1198.  
  1199.  
  1200.  
  1201. * The ability to activate "When this creature enters the battlefield" (for example, to select the name of the spellcaster) will not be affected.
  1202.  
  1203.  
  1204.  
  1205. *Nyban's effect is not to copy the triggered ability; it just makes the ability trigger again. For selections made when an ability enters the stack, such as selecting a mode and a goal, you decide separately when these two abilities enter the stack. For the choice made when the ability resolves, such as whether or not to place a counter on a permanent, it is also a separate decision at the time of the settlement of the two abilities.
  1206.  
  1207.  
  1208.  
  1209. * Not only is the triggering event in the narrative that explicitly mentions "magic" affected. For example, for an ability triggered by an annotation that triggers "Whenever a creature enters the battlefield under your control," if the creature on the battlefield is a magician, that ability triggers twice.
  1210.  
  1211.  
  1212.  
  1213. * Use the characteristics of permanents to enter the battlefield to determine whether triggered abilities will trigger multiple times. At this point, the persistence effect should be considered. For example, if you control the mystic environment of choosing "magic", the claw that enters the battlefield will trigger the triggered ability one more time.
  1214.  
  1215.  
  1216.  
  1217. * If you control two NaiBan for any reason, the magician who enters the battlefield will trigger the ability three times instead of four. Three Netabine triggers the ability to trigger four times, four triggers five times, and so on.
  1218.  
  1219.  
  1220.  
  1221. * If a magician who enters the battlefield with Nebane (including Nabane himself enters the battlefield) triggers a triggered ability of a permanent that you control, that ability triggers more than once.
  1222.  
  1223.  
  1224.  
  1225. * If a triggered ability has a linked relationship with another ability, the same triggered ability that is triggered multiple times is also linked to the latter's ability. If another ability mentions "the banished card," it refers to all the cards that triggered the banishment of that triggered ability.
  1226.  
  1227.  
  1228.  
  1229. * 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.
  1230.  
  1231. -----
  1232.  
  1233.  
  1234.  
  1235. Master of Magic Narumeha
  1236.  
  1237. {2}{Blue}{Blue}
  1238.  
  1239. Legendary Creature - Human/Magician
  1240.  
  1241. 3/3
  1242.  
  1243. flash
  1244.  
  1245. When magic master Narumeha enters the battlefield, copy the instant or voodoo spell your target controls. You can choose new goals for this replica.
  1246.  
  1247. Other magicians controlled by you get +1/+1.
  1248.  
  1249.  
  1250.  
  1251. *Because the creature's damage is not removed until the end of the turn, a non-fatal damage to a magician you control may become fatal due to Naruh leaving the battlefield during that turn.
  1252.  
  1253.  
  1254.  
  1255. * Naru's triggered abilities can copy any instant or voodoo spell, not limited to having the target.
  1256.  
  1257.  
  1258.  
  1259. * The replica was created in the stack so it was not "cast". The ability that is triggered by the player casting a spell does not trigger.
  1260.  
  1261.  
  1262.  
  1263. * The target of the replica will be the same as the original spell unless you choose a new target. You can change any number of goals, regardless of all changes or partial changes. If you can't choose a new legal goal for one of the goals, it will remain as it is without changing it (even if the current goal is not legal).
  1264.  
  1265.  
  1266.  
  1267. * If the copied spell has a pattern (that is, it is marked with "Choose an item ~" or the like), the copy will have the same pattern as the original spell. Can't choose different modes.
  1268.  
  1269.  
  1270.  
  1271. * If the spell being copied includes the X value that was determined at the time of casting (such as Yaya's Purgatory Purgatory), the X value of the replica is the same as the original spell.
  1272.  
  1273.  
  1274.  
  1275. * If the spell also determines how the damage was assigned when cast (e.g., increased fire), you cannot change the assignment (but you can still change the target that will be harmed).
  1276.  
  1277.  
  1278.  
  1279. * The controller of the replica cannot choose to pay any alternative or additional fees for the replica. However, the effects of any alternative or additional fees paid for the original spell will be copied, as if each copy had paid the same amount of money.
  1280.  
  1281. -----
  1282.  
  1283.  
  1284.  
  1285. Foresee field
  1286.  
  1287. {3}{Blue}
  1288.  
  1289. Enchantment
  1290.  
  1291. You can view the top card of your library. (You can do this at any time.)
  1292.  
  1293. If your library's top card is an instant or sorcery card, you can cast it.
  1294.  
  1295. {3}: Exile your library's top card.
  1296.  
  1297.  
  1298.  
  1299. *Foresee Fields allows you to look at your library's top card at any time (but there is a limit - see below) even if you don't have priority. This action does not need to stack. This card becomes part of what you know, just as you can look at the hand.
  1300.  
  1301.  
  1302.  
  1303. * If the top card of your library has changed while you are casting spells or activating abilities, wait until you have finished casting spells or abilities to start the new library's top card. This means that if you cast the top card of your library, you will not be able to view the next card at the top of the library until you have paid for the spell.
  1304.  
  1305.  
  1306.  
  1307. * You must follow the permit conditions and restrictions of the normal timing of the hand you cast from the library.
  1308.  
  1309.  
  1310.  
  1311. * You still have to pay the full cost of the spell, including additional costs. You can also pay for alternative costs, such as those granted by Archimedes.
  1312.  
  1313.  
  1314.  
  1315. * The top card of your library is not yours, so you cannot cycle, discard, or activate an activated ability on that card.
  1316.  
  1317.  
  1318.  
  1319. * The banished library's top card was determined when the final power of the foresee field was settled. This card may not be on the top of your library when you activate the ability.
  1320.  
  1321. -----
  1322.  
  1323.  
  1324.  
  1325. Pearl Trident Sentinel
  1326.  
  1327. {4}{Blue}
  1328.  
  1329. Creature - Merfolk / Soldier
  1330.  
  1331. 3/3
  1332.  
  1333. flash
  1334.  
  1335. 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.)
  1336.  
  1337.  
  1338.  
  1339. * If you exile a derivative in this way, it will completely disappear and will not be returned to the battlefield.
  1340.  
  1341.  
  1342.  
  1343. * At the beginning of the next end step, even if the Pearl Trident whistle is no longer on the battlefield, the banished card will still be returned to the battlefield.
  1344.  
  1345.  
  1346.  
  1347. * If the banished card is reiki, then when the card returns to the battlefield, its owner chooses what it wants to attach to. The aura that is put into the battlefield in this way is not aimed at anything (for example, so it can be attached to the enemy's evil permanent), but the aura's enchantments will limit what it can be attached to. Above. If the Aura cannot legally attach to anything, it will continue to be exiled.
  1348.  
  1349.  
  1350.  
  1351. * If the Pearl Trident whistle enters the battlefield at the end of a round for some reason, the banished card will return to the battlefield at the beginning of the end of the next round.
  1352.  
  1353. -----
  1354.  
  1355.  
  1356.  
  1357. Stormy Giant
  1358.  
  1359. {Blue}{Blue}{Blue}
  1360.  
  1361. Creature - Giant Spirit
  1362.  
  1363. 0/4
  1364.  
  1365. flight
  1366.  
  1367. Every time you control a basic island, Stormstorm Giant gets +1/+0.
  1368.  
  1369.  
  1370.  
  1371. * 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.
  1372.  
  1373. -----
  1374.  
  1375.  
  1376.  
  1377. Time strategy (only in Planeswalker decks)
  1378.  
  1379. {2}{Blue}
  1380.  
  1381. witchcraft
  1382.  
  1383. Return the target creature to its owner's hand. If you control artifacts, draw a card.
  1384.  
  1385.  
  1386.  
  1387. * Only after the target creature moves back to its owner's hand will it check if you control the artifact. If the target creature is the only artifact you control, you will not draw cards.
  1388.  
  1389.  
  1390.  
  1391. * If the target creature is already an illegal target when the time plan attempts to settle, the spell will not be settled. You will not draw cards accordingly.
  1392.  
  1393. -----
  1394.  
  1395.  
  1396.  
  1397. Ronaldo Umezako
  1398.  
  1399. {1}{blue}
  1400.  
  1401. Legendary Creature - Human/Ranger
  1402.  
  1403. 1/3
  1404.  
  1405. Creatures that you control and have a power or defense of 1 or less cannot be blocked.
  1406.  
  1407.  
  1408.  
  1409. * 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.
  1410.  
  1411. -----
  1412.  
  1413.  
  1414.  
  1415. Ice Age
  1416.  
  1417. {3}{Blue}
  1418.  
  1419. Enchantment - Transmission
  1420.  
  1421. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1422.  
  1423. I, II - Transverse creature whose target is controlled by an opponent. During the time you control the Ice Age, the creature cannot be reset in its controller's reset step.
  1424.  
  1425. III - Return all tapped creatures to their owner's hand.
  1426.  
  1427.  
  1428.  
  1429. * If you lose control of the Ice Age, the effect of the first two chapters' abilities will end, even if you immediately regain control of it, or cast another Ice Age.
  1430.  
  1431.  
  1432.  
  1433. * The effects of the last chapter of the Ice Age will move all creatures that have been put in a dead state for some reason, not just those who were frozen.
  1434.  
  1435. -----
  1436.  
  1437.  
  1438.  
  1439. Mage refutation
  1440.  
  1441. {I}{Blue}{Blue}
  1442.  
  1443. moment
  1444.  
  1445. If you control a magician, this spell is reduced by {1} to cast.
  1446.  
  1447. Counter target spell.
  1448.  
  1449.  
  1450.  
  1451. * Once you declare casting a mage sniper, no player can take action until the cost of the spell is paid. In particular, the player cannot increase the cost of the spell by removing your magician.
  1452.  
  1453. -----
  1454.  
  1455.  
  1456.  
  1457.  
  1458.  
  1459. black
  1460.  
  1461.  
  1462.  
  1463. Trine's desperate situation
  1464.  
  1465. {3}{Black}
  1466.  
  1467. Enchantment - Transmission
  1468.  
  1469. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1470.  
  1471. I, II - Trina's desperation deals 2 damage to each opponent and you gain 2 life.
  1472.  
  1473. 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.
  1474.  
  1475.  
  1476.  
  1477. * If there are other effects that cause a nightmare/shatter beast to immediately change its Strength or Danger to a value other than X after it enters the battlefield, that derivative still deals X damage to you, not the corrected power. Or defense force.
  1478.  
  1479.  
  1480.  
  1481. * 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.
  1482.  
  1483.  
  1484.  
  1485. * In the two-headed giant game, the first chapter of Trey's desperation powers will cause the opponent's team to lose 4 life and you gain 2 life.
  1486.  
  1487. -----
  1488.  
  1489.  
  1490.  
  1491. Dark trading
  1492.  
  1493. {3}{Black}
  1494.  
  1495. moment
  1496.  
  1497. 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.
  1498.  
  1499.  
  1500.  
  1501. * If you have less than three cards in your library, you put all of them in your hand and you don't need to put any cards into your graveyard.
  1502.  
  1503. -----
  1504.  
  1505.  
  1506.  
  1507. Demon vitality
  1508.  
  1509. {black}
  1510.  
  1511. Enchantment - Reiki
  1512.  
  1513. Attached to the creature
  1514.  
  1515. Attached creature gets +1/+1.
  1516.  
  1517. When the attached creature dies, the card is returned to its owner's hand.
  1518.  
  1519.  
  1520.  
  1521. * You can attach Demon Vitality to a Derivative, but its last ability does not return the Demonizer to your hand.
  1522.  
  1523. -----
  1524.  
  1525.  
  1526.  
  1527. Devil Lord Bezello
  1528.  
  1529. {4} {Black} {Black}
  1530.  
  1531. Legendary Creature - Elder/Demon
  1532.  
  1533. 6/6
  1534.  
  1535. Flying, trampling
  1536.  
  1537. 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 magic 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.
  1538.  
  1539.  
  1540.  
  1541. * 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.
  1542.  
  1543.  
  1544.  
  1545. * Lands exiled in this way will continue to be exiled.
  1546.  
  1547.  
  1548.  
  1549. * 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.
  1550.  
  1551.  
  1552.  
  1553. * If the non-land magic power displayed includes {X}, then X is treated as 0.
  1554.  
  1555.  
  1556.  
  1557. * If a non-land card does not have magical charges, its total magical power costs 0.
  1558.  
  1559.  
  1560.  
  1561. * The total magical cost of a conjoined card (eg, a card with more than one ring in the Amankai environment) is the sum of the magical charges on both sides.
  1562.  
  1563. -----
  1564.  
  1565.  
  1566.  
  1567. Coolie Sentinel
  1568.  
  1569. {2}{Black}
  1570.  
  1571. Creature - Demon Warrior/Warrior
  1572.  
  1573. 2/1
  1574.  
  1575. {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.)
  1576.  
  1577.  
  1578.  
  1579. * Even if the coolies sentry is tapped, you can also activate its abilities. It still gains immortality.
  1580.  
  1581. -----
  1582.  
  1583.  
  1584.  
  1585. Evil source rebirth
  1586.  
  1587. {4}{Black}
  1588.  
  1589. Enchantment - Transmission
  1590.  
  1591. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1592.  
  1593. I - Each opponent sacrifices a creature or planeswalker.
  1594.  
  1595. II - Each opponent discards a card.
  1596.  
  1597. III—Place target creatures or planeswalkers from the graveyard into the battlefield under your control.
  1598.  
  1599.  
  1600.  
  1601. * When the first chapter's resurrection of the first chapter's ability is resolved, the next opponent (if the opponent is currently the opponent's turn) in accordance with the turn sequence selects a creature that it controls or Planewalker, then other opponents (if any) make their choices in order of turn. Subsequently, all players sacrifice all selected permanents at the same time. When making a decision, the player will know the choice made by the previous player.
  1602.  
  1603.  
  1604.  
  1605. * When the resurrection of the second chapter's ability is resolved, the next opponent in the turn sequence (if it is the opponent's turn, then that opponent) chooses a hand (but not Need to show), then other opponents (if any) follow the turn sequence in turn. Subsequently, all players discard all selected cards at the same time.
  1606.  
  1607.  
  1608.  
  1609. * In a multiplayer game, if a player leaves the game, all the cards owned by the player will also leave. If you leave the game, permanents you control due to the resurrection's last chapter power will be exiled.
  1610.  
  1611. -----
  1612.  
  1613.  
  1614.  
  1615. Fungal infections
  1616.  
  1617. {black}
  1618.  
  1619. moment
  1620.  
  1621. Target creature gets -1/-1 until end of turn. Send a 1/1 green rot-derived creature.
  1622.  
  1623.  
  1624.  
  1625. * If the target creature is already an illegal target when the fungal infection attempts to settle, the spell will not settle. You will not send a derivative of rot.
  1626.  
  1627.  
  1628.  
  1629. * 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 or not 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.
  1630.  
  1631. -----
  1632.  
  1633.  
  1634.  
  1635. Singh Kazarov
  1636.  
  1637. {5} {black}{black}
  1638.  
  1639. Legendary Creature - Vampire
  1640.  
  1641. 4/4
  1642.  
  1643. flight
  1644.  
  1645. Whenever an opponent's creature deals damage, put a +1/+1 counter on Singh Kazharov.
  1646.  
  1647. {3} {Red}: Kazarov deals 2 damage to target creature.
  1648.  
  1649.  
  1650.  
  1651. * If Kasarov encounters damage from an opponent-controlled creature at the same time, Kazharrov will survive the damage to gain a +1/+1 counterpoint.
  1652.  
  1653.  
  1654.  
  1655. * If more than one creature is harmed at the same time, Kazarov's triggered abilities trigger once for each such creature.
  1656.  
  1657.  
  1658.  
  1659. * If a creature is subject to a certain amount of damage for "every one" thing, it will only cause a total amount of damage in one event, and Kjarov's triggered abilities will trigger only once.
  1660.  
  1661. -----
  1662.  
  1663.  
  1664.  
  1665. Bad Knight
  1666.  
  1667. {1}{Black}
  1668.  
  1669. Creature - Human/Knight
  1670.  
  1671. 2/2
  1672.  
  1673. First attack
  1674.  
  1675. Anti-evil (This creature cannot be the target of white spells or abilities that opponents control.)
  1676.  
  1677. As long as any player controls a white permanent, the bad rider gets +1/+0.
  1678.  
  1679.  
  1680.  
  1681. * "Anti-characteristics" is a change in the ability to ward off evil spirits. "Anti-White Evil" means "This permanent cannot be a white spell controlled by an opponent, or a target of a white source abilities controlled by an opponent."
  1682.  
  1683.  
  1684.  
  1685. * If an effect indicates that a creature has lost its abilities, or if it can be designated as a target without being able to dispel evil abilities, this effect will also be effective against evils.
  1686.  
  1687.  
  1688.  
  1689. * 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.
  1690.  
  1691. -----
  1692.  
  1693.  
  1694.  
  1695. Lich Control
  1696.  
  1697. {3} {black}{black}{black}
  1698.  
  1699. Legendary Enchantment
  1700.  
  1701. Evil
  1702.  
  1703. Your game will not lose.
  1704.  
  1705. Whenever you get life, draw the same amount of cards.
  1706.  
  1707. Whenever you lose your life, every time you lose 1 life, choose a permanent that you control or a card in your hand or a graveyard and exile.
  1708.  
  1709. When the Lich takes control of leaving the battlefield, you lose the game.
  1710.  
  1711.  
  1712.  
  1713. * Although you won't lose in this game, opponents can still win by annotating the effect of "winning this game."
  1714.  
  1715.  
  1716.  
  1717. *Although you control the Lich Dominion, your total life will still change. The effects controlled by the Lich do not replace or gain life.
  1718.  
  1719.  
  1720.  
  1721. * 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.
  1722.  
  1723.  
  1724.  
  1725. * If you have no other permanents and there are no cards in your hand and in the graveyard, you must banish the Lich to control itself and lose the game.
  1726.  
  1727.  
  1728.  
  1729. * If you receive more damage than you can deal with, you will exile all the cards that you are able to exile.
  1730.  
  1731. -----
  1732.  
  1733.  
  1734.  
  1735. Non-Rician Scriptures
  1736.  
  1737. {2}{Black}{Black}
  1738.  
  1739. Enchantment - Transmission
  1740.  
  1741. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1742.  
  1743. I—Place a +1/+1 counter on at most one target creature. The creature additionally has artifacts in this category.
  1744.  
  1745. II—Eliminates all non-artifact creatures.
  1746.  
  1747. III—Exile all cards in all opponent's graveyards.
  1748.  
  1749.  
  1750.  
  1751. * The effect of the first chapter of the non-Rexia scripture will continue. When the non-Rexa verses leave the battlefield, the effect will not end.
  1752.  
  1753. -----
  1754.  
  1755.  
  1756.  
  1757. Mouse community
  1758.  
  1759. {1}{Black}
  1760.  
  1761. Creature - Mouse
  1762.  
  1763. 2/1
  1764.  
  1765. For every other mouse you control, the mouse community gets +1/+0.
  1766.  
  1767. The name is the card of the rat community. There is no limit to the number of cards in the deck.
  1768.  
  1769.  
  1770.  
  1771. * The last ability of the mouse community will only allow you to ignore the rule of "up to four in the deck." This does not make you ignore whether this card can be used in a certain rules of the game system.
  1772.  
  1773. -----
  1774.  
  1775.  
  1776.  
  1777. Finally broken
  1778.  
  1779. {2}{Black}{Black}
  1780.  
  1781. witchcraft
  1782.  
  1783. Exile the target creature. Place two loyalty counters on a Planeswalker you control.
  1784.  
  1785.  
  1786.  
  1787. * If the target creature is already an illegal target when the final attempt is made to resolve, the spell will not be settled. You will not place loyalty counters on Planeswalker.
  1788.  
  1789.  
  1790.  
  1791. * These two loyalty counters must be placed on the same planeswalker.
  1792.  
  1793.  
  1794.  
  1795. * At the end of the final settlement, you need to choose the Planeswalker who will receive loyalty counters. If you do not control Planeswalker, you will only exile the target creature but will not place loyalty counters on anything.
  1796.  
  1797. -----
  1798.  
  1799.  
  1800.  
  1801. Predictive bacteria
  1802.  
  1803. {3}{Black}
  1804.  
  1805. Biological ~ Fungi
  1806.  
  1807. 2/3
  1808.  
  1809. {2} Sacrifice a creature: Draw a card.
  1810.  
  1811.  
  1812.  
  1813. *You can sacrifice the prophecy of Sphaerobacter to pay for its own power.
  1814.  
  1815. -----
  1816.  
  1817.  
  1818.  
  1819. Hungry Incarnation, Togar
  1820.  
  1821. {Six} {Black} {Black}
  1822.  
  1823. Legendary Creature - Saints
  1824.  
  1825. 7/6
  1826.  
  1827. 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.
  1828.  
  1829. When hunger-incarnate Togal enters the battlefield, the total life of at most one target player becomes half of its total starting life, and is rounded off after the decimal point.
  1830.  
  1831.  
  1832.  
  1833. * 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 no longer reduce the cost of Togar.
  1834.  
  1835.  
  1836.  
  1837. * 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. Other cards that interact with life or lose life will interact with this effect.
  1838.  
  1839.  
  1840.  
  1841. * In a two-headed giant game, Togar's abilities 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 who is designated as the target actually You will gain or lose your life.
  1842.  
  1843. -----
  1844.  
  1845.  
  1846.  
  1847. Nether Ghost Uglo
  1848.  
  1849. {4} {Black} {Black}
  1850.  
  1851. Legendary Creature - Ghost
  1852.  
  1853. 4/3
  1854.  
  1855. flight
  1856.  
  1857. Whenever the ghost Uglow deals combat damage to any player, the player randomly discards a card. If the player cannot do this, you draw a card.
  1858.  
  1859.  
  1860.  
  1861. * If the player has only one hand, discard the card randomly (though this is not so random). You will not draw cards accordingly.
  1862.  
  1863. -----
  1864.  
  1865.  
  1866.  
  1867. Blood Ceremony Teacher Wei Wei
  1868.  
  1869. {3}{Black}
  1870.  
  1871. Legendary Creature - Human/Monk
  1872.  
  1873. 2/2
  1874.  
  1875. {Tap}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
  1876.  
  1877.  
  1878.  
  1879. * You can sacrifice Wei Xi (and sacrifice another creature at the same time) to start his own power.
  1880.  
  1881.  
  1882.  
  1883. * When choosing a target for Wei Wei's ability, you cannot choose to sacrifice this creature.
  1884.  
  1885. -----
  1886.  
  1887.  
  1888.  
  1889.  
  1890.  
  1891. red
  1892.  
  1893.  
  1894.  
  1895. Blood chalcedony
  1896.  
  1897. {1}{Red}
  1898.  
  1899. Creature - Ghost/Warrior
  1900.  
  1901. 2/2
  1902.  
  1903. 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.)
  1904.  
  1905.  
  1906.  
  1907. * The last power of the Blood Chasp will be settled one step ahead of the spell that triggered it. Even if the spell is countered, this ability will still resolve.
  1908.  
  1909. -----
  1910.  
  1911.  
  1912.  
  1913. Dance Flame Champion will be Zhuo Zhuo (only in Planeswalker decks)
  1914.  
  1915. {4} {Red} {Red}
  1916.  
  1917. Legendary plane loft ~ Zhuo Zhuo
  1918.  
  1919. 5
  1920.  
  1921. +1: Add {red}{red}. Wu Yan Yong will cause Zhuo Zhu to deal 2 damage to the target player.
  1922.  
  1923. −3: Wu Yan Yong will cause Zhuo Zhu to deal 3 damage to target creature or planeswalker.
  1924.  
  1925. −7: Wu Yan bravely conjures 10 points of damage to target player and each creature and planeswalker they control.
  1926.  
  1927.  
  1928.  
  1929. * Ao Zhuo's first ability cannot target Planeswalker.
  1930.  
  1931.  
  1932.  
  1933. * Ao Zhuo's last ability only targets the player. Creatures and planeswalkers controlled by this player and possessing abilities can be harmed.
  1934.  
  1935. -----
  1936.  
  1937.  
  1938.  
  1939. Sparkling
  1940.  
  1941. {2}{Red}
  1942.  
  1943. witchcraft
  1944.  
  1945. Increase {5}{Red} (You can pay {5}{Red} when you cast this spell.)
  1946.  
  1947. The blaze will cause 5 damage to target creatures. If this spell has been 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.)
  1948.  
  1949.  
  1950.  
  1951. * If the fire has increased, it can target creatures, players, and planeswalkers.
  1952.  
  1953.  
  1954.  
  1955. * 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.
  1956.  
  1957.  
  1958.  
  1959. * If certain creatures, players, or planeswalkers are already illegal targets when Yao Huo Yang Wei attempts to settle, the original damage distribution method will still apply, but those who have become illegal targets will not be harmed.
  1960.  
  1961. -----
  1962.  
  1963.  
  1964.  
  1965. Liar expert
  1966.  
  1967. {4} {Red}
  1968.  
  1969. Creature - Human/Magician
  1970.  
  1971. 3/3
  1972.  
  1973. 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.
  1974.  
  1975.  
  1976.  
  1977. * The number of wizards you control will only be counted when the ability of a fierce palm expert resolves. If the expert is still on the battlefield, it will also count itself.
  1978.  
  1979. -----
  1980.  
  1981.  
  1982.  
  1983. Genesis surging
  1984.  
  1985. {2}{Red}
  1986.  
  1987. Enchantment - Transmission
  1988.  
  1989. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  1990.  
  1991. I—Genesis surging deals 1 damage to each creature without flying.
  1992.  
  1993. II—Add {Red}{Red}.
  1994.  
  1995. III - Sacrifice a mountain. If you do this, Genesis Surge causes 3 damage to each creature.
  1996.  
  1997.  
  1998.  
  1999. * 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.
  2000.  
  2001. -----
  2002.  
  2003.  
  2004.  
  2005. Kelton source fire
  2006.  
  2007. {1}{Red}
  2008.  
  2009. Enchantment - Transmission
  2010.  
  2011. (Here's the time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  2012.  
  2013. I—Discard your hand.
  2014.  
  2015. II - draw two cards.
  2016.  
  2017. III—In this round, if a red source you control will inflict damage on any permanent or player, it will instead deal 2 damage to that permanent or player.
  2018.  
  2019.  
  2020.  
  2021. * If there are multiple alternative effects that affect the "how it will cause harm," the player who is being harmed (or the controller of the permanent that was harmed) determines the order in which these effects take effect.
  2022.  
  2023.  
  2024.  
  2025. *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 assign to the opponent and one or more permanents it controls, 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 blocks 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.
  2026.  
  2027. -----
  2028.  
  2029.  
  2030.  
  2031. Basemap Experienced Mage
  2032.  
  2033. {2}{Red}
  2034.  
  2035. Creature - Human/Magician
  2036.  
  2037. 3/2
  2038.  
  2039. When Basemap's experienced wizard enters the battlefield, if you control another magician, Basemap's experienced wizard deals 2 damage to each opponent.
  2040.  
  2041.  
  2042.  
  2043. * If you do not control another magician at the time after the map's experienced wizard enters the battlefield, its abilities won't trigger. If the ability triggers but you do not control another magician at the time of settlement, the ability won't take effect.
  2044.  
  2045.  
  2046.  
  2047. * If you control several other magicians, the git's triggered abilities do not cause more damage.
  2048.  
  2049.  
  2050.  
  2051. * In the two-headed Giants game, the girtling wizard's ability will make the opponent's team lose 4 life.
  2052.  
  2053. -----
  2054.  
  2055.  
  2056.  
  2057. Kituto Fusion
  2058.  
  2059. {red}
  2060.  
  2061. Creature - Human/Magician
  2062.  
  2063. 1/2
  2064.  
  2065. As long as you have two or more instant and/or sorcery cards in your graveyard, Vittobiki Melak gets +1/+0 and has Agility.
  2066.  
  2067.  
  2068.  
  2069. * If you lose the agility after claiming to be an attacker in the same turn that Quito is running under your control, it will continue to attack. It will not be removed from the fight. On the other hand, if it loses an agility before your declaring an attacker step, it cannot attack.
  2070.  
  2071. -----
  2072.  
  2073.  
  2074.  
  2075. Ghost Volley
  2076.  
  2077. {3}{Red}
  2078.  
  2079. witchcraft
  2080.  
  2081. Increase - sacrifice an artifact or ghost. (You can sacrifice an additional artifact or ghost while casting this spell, and pay any additional fees.)
  2082.  
  2083. Ghost Volley deals 4 damage to target creature. If this spell has increased, it deals 4 damage to the target player or Planeswalker.
  2084.  
  2085.  
  2086.  
  2087. * 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.
  2088.  
  2089. -----
  2090.  
  2091.  
  2092.  
  2093. Dancing chain ghost
  2094.  
  2095. {Red}{Red}{Red}
  2096.  
  2097. Creature - Ghost/Warrior
  2098.  
  2099. 3/3
  2100.  
  2101. First attack
  2102.  
  2103. When the dance chain ghost enters the battlefield, it deals 1 damage to each opponent and each opponent-controlled creature and Planeswalker.
  2104.  
  2105.  
  2106.  
  2107. * If Chain Dance Phantom will prevent damage done to the player, it will still deal 1 damage to that player's creature and Planeswalker.
  2108.  
  2109.  
  2110.  
  2111. * In the double-headed giant game, the final power of the dance chain ghost will make the opponent team lose 2 lives.
  2112.  
  2113. -----
  2114.  
  2115.  
  2116.  
  2117. Phantom War Chief
  2118.  
  2119. {1}{Red}{Red}
  2120.  
  2121. Creature - Ghost/Warrior
  2122.  
  2123. 2/2
  2124.  
  2125. The ghost spell you cast is reduced by {1} to cast.
  2126.  
  2127. The ghosts you control have agility.
  2128.  
  2129.  
  2130.  
  2131. * 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}.
  2132.  
  2133. -----
  2134.  
  2135.  
  2136.  
  2137. Indiscriminate bombing
  2138.  
  2139. {5} {Red}
  2140.  
  2141. Enchantment
  2142.  
  2143. When indiscriminate bombing into the battlefield, choose four non-enchanted permanents that you do not control, and place an aiming counter on each.
  2144.  
  2145. At the beginning of your closing step, if there are targeting counters on two or more permanents that you do not control, one of them is erased at random.
  2146.  
  2147.  
  2148.  
  2149. * Non-encrusted permanents that obtain aiming counters are not designated as targets. You can use this method to get aiming counters for permanents that have abilities.
  2150.  
  2151.  
  2152.  
  2153. * Aiming counters can communicate with each other. Your indiscriminate bombing can destroy any permanent that you do not control and has an aiming counter on it, and does not care how the counter comes from—for example, a random aiming instruction from you or other opponents Things.
  2154.  
  2155.  
  2156.  
  2157. * Between the random selection of permanents and the elimination of them, no player can act. In particular, if you randomly select a land, you cannot tap it to create magic before it is destroyed.
  2158.  
  2159.  
  2160.  
  2161. * If there is an incompetent among the permanents with the aiming counter on it, when the permanent to be destroyed is determined, it is randomly selected among the permanents with the aiming counter on it but not immortal.
  2162.  
  2163. -----
  2164.  
  2165.  
  2166.  
  2167. Yaya Ballard
  2168.  
  2169. {2}{Red}{Red}{Red}
  2170.  
  2171. The legendary planewalker ~ Yaya
  2172.  
  2173. 5
  2174.  
  2175. +1: Add {red}{red}{red}. This magical power can only be used to cast instant or sorcery spells.
  2176.  
  2177. +1: Discard up to three cards, then draw the same number of cards.
  2178.  
  2179. −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”.
  2180.  
  2181.  
  2182.  
  2183. * The magic power generated by Yaya's first power can be used to cast any number of momentary and/or voodoo spells.
  2184.  
  2185.  
  2186.  
  2187. * You choose how many cards you want to discard when Ya Ya's second ability resolves. As long as you are happy, you can choose to use this method to discard zero cards (and then draw zero cards).
  2188.  
  2189.  
  2190.  
  2191. * Yaya's emblem only allows you to cast moments and witchcraft cards in your graveyard, and will not allow you to use them for other things. For example, you can't circulate instant or sorcery cards with circulatory abilities from your graveyard.
  2192.  
  2193. -----
  2194.  
  2195.  
  2196.  
  2197. Yaya's Fire Purgatory
  2198.  
  2199. {X}{Red}{Red}
  2200.  
  2201. Legendary Witchcraft
  2202.  
  2203. (Only cast legendary witchcraft when you control Legendary Creature or Planeswalker.)
  2204.  
  2205. Yaya's Fire Purgatory inflicts X damage on up to three targets each.
  2206.  
  2207.  
  2208.  
  2209. * You can't specify the same target more than once, so that Yaya's Pygmy Purgatory will do more damage to it.
  2210.  
  2211. -----
  2212.  
  2213. Keldon Overseer
  2214.  
  2215. {2}{Red}
  2216.  
  2217. Creature - Human/Warrior
  2218.  
  2219. 3/1
  2220.  
  2221. Increase {3}{Red} (You can pay {3}{Red} when you cast this spell.)
  2222.  
  2223. agile
  2224.  
  2225. When the Overlord of Keldon enters the battlefield, if it has increased, he gains control of the target creature until the end of the turn. Reset the creature. It gains agility until the end of the turn.
  2226.  
  2227.  
  2228.  
  2229. * You can assign an untapped creature as the target of the Keldon Warlord's ability and gain control of it. You can also reset a creature you control and give it agility.
  2230.  
  2231. -----
  2232.  
  2233.  
  2234.  
  2235. Kelton Battle
  2236.  
  2237. {1}{Red}
  2238.  
  2239. Creature - Human/Warrior
  2240.  
  2241. 2/2
  2242.  
  2243. When Keerton Battlecaller attacks, place a scholarship counter on the discipline of the target that you control.
  2244.  
  2245.  
  2246.  
  2247. * This triggers the chapter's corresponding ability to pass the target, and will be settled before the blocker is declared.
  2248.  
  2249. -----
  2250.  
  2251.  
  2252.  
  2253. Radiation Lightning
  2254.  
  2255. {3}{Red}
  2256.  
  2257. moment
  2258.  
  2259. Radiation and Lightning cause 3 damage to the target player and 1 damage to each creature that the player controls.
  2260.  
  2261.  
  2262.  
  2263. *Radiation Lightning only specifies the player as the target. Creatures that are controlled by this player and have abilities are harmed.
  2264.  
  2265. -----
  2266.  
  2267.  
  2268.  
  2269. The Cyclops
  2270.  
  2271. {3}{Red}
  2272.  
  2273. Creature - Cyclops
  2274.  
  2275. 4/4
  2276.  
  2277. As long as the Cyclops is blocked by two or more creatures, it gets -2/-0.
  2278.  
  2279.  
  2280.  
  2281. * If several creatures stop the Cyclops at the same time but are removed from the battle and only one creature is still blocking, the effect of Cyclops reducing its power will stop immediately.
  2282.  
  2283. -----
  2284.  
  2285.  
  2286.  
  2287. Siege commander
  2288.  
  2289. {3}{Red}{Red}
  2290.  
  2291. Creature - Ghosts
  2292.  
  2293. 2/2
  2294.  
  2295. When the siege commander enters the battlefield, he sends out three 1/1 red ghost-derived creatures.
  2296.  
  2297. {1}{Red}, sacrifice a ghost: The siege commander deals 2 damage to any target.
  2298.  
  2299.  
  2300.  
  2301. * You can sacrifice any ghosts you control to activate the siege commander's activated abilities, not just those who have triggered their abilities into the battlefield. You can even sacrifice the siege commander itself.
  2302.  
  2303. -----
  2304.  
  2305.  
  2306.  
  2307. Passengers
  2308.  
  2309. {3}{Red}
  2310.  
  2311. Creature - Element
  2312.  
  2313. 5/3
  2314.  
  2315. Increase {Red} (You can pay {Red} when you cast this spell.)
  2316.  
  2317. Trample, agile
  2318.  
  2319. At the beginning of the end step, if the helium passenger does not increase, sacrifice it.
  2320.  
  2321.  
  2322.  
  2323. * The ability player's ability will check at each end step to see if it has been increased. You don't need to pay for the increase each round (in fact, you can't do that, even if you really want to increase it again).
  2324.  
  2325. -----
  2326.  
  2327.  
  2328.  
  2329. Undead Squawe
  2330.  
  2331. {1}{Red}{Red}
  2332.  
  2333. Legendary Creature - Ghosts
  2334.  
  2335. 2/1
  2336.  
  2337. You can cast undead Squaw from your graveyard or exile area.
  2338.  
  2339.  
  2340.  
  2341. *Squaw's power does not prevent you from casting Squik from any other area.
  2342.  
  2343.  
  2344.  
  2345. * When you cast Squee from your graveyard or banishment area, you must abide by the conditions and restrictions that Squire normally grants when he is due, and must pay for his expenses.
  2346.  
  2347. -----
  2348.  
  2349.  
  2350.  
  2351. The source of fire guards Vadok
  2352.  
  2353. {2}{Red}
  2354.  
  2355. Legendary Creature - Human/Farist
  2356.  
  2357. 3/2
  2358.  
  2359. At the start of your round of battles, the Source Ward guards Vadok each with an aura or an equipment, and sends a 3/1 red, elemental creature with trample and haste. At the beginning of the next end step, exile these derivatives.
  2360.  
  2361.  
  2362.  
  2363. * Vadok will count all Auras and equipment that are attached to or equipped with them, not just those you control.
  2364.  
  2365.  
  2366.  
  2367. * If Vadok's ability has been triggered but Varduk has left the battlefield before his settlement, he will use the number of Auras and weapons that Vadok left before the battlefield to assemble or equip to decide how many to send. derivative.
  2368.  
  2369.  
  2370.  
  2371. * If Vadok leaves the battlefield after his ability resolves, the derivatives will still be exiled at the beginning of the next end step.
  2372.  
  2373. -----
  2374.  
  2375.  
  2376.  
  2377. Veliz
  2378.  
  2379. {2}{Red}{Red}
  2380.  
  2381. Legendary Creature - Dragon
  2382.  
  2383. 4/4
  2384.  
  2385. Increase {3} (You can pay {3} when you cast this spell.)
  2386.  
  2387. flight
  2388.  
  2389. 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.
  2390.  
  2391.  
  2392.  
  2393. * 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 Frontal Carloz, dragon-derived creature with flying ability."
  2394.  
  2395. -----
  2396.  
  2397.  
  2398.  
  2399. Battle Phoenix
  2400.  
  2401. {3}{Red}
  2402.  
  2403. Creature - Phoenix
  2404.  
  2405. 2/2
  2406.  
  2407. Flying, agile
  2408.  
  2409. 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.
  2410.  
  2411.  
  2412.  
  2413. * When the War Phantom Phoenix moves back to the battlefield with its triggered ability, you have to select the opponent it is attacking or the Planeswalker of the opponent. It may not be the same as the object that your other attacking creatures attack.
  2414.  
  2415.  
  2416.  
  2417. * If Terror Phoenix enters the battlefield and is conducting an attack, it is not declared as an attacking creature during this round. Note that the ability triggered by "When a creature attacks" does not trigger.
  2418.  
  2419. -----
  2420.  
  2421.  
  2422.  
  2423. Warlord anger
  2424.  
  2425. {red}
  2426.  
  2427. witchcraft
  2428.  
  2429. The creature you control gains first strike until the end of the turn.
  2430.  
  2431. Draw a card.
  2432.  
  2433.  
  2434.  
  2435. * You can also cast anger on the warlords even if you do not control creatures. You will still draw cards.
  2436.  
  2437. -----
  2438.  
  2439.  
  2440.  
  2441. Master lightning strike
  2442.  
  2443. {2}{Red}
  2444.  
  2445. moment
  2446.  
  2447. If you control a magician, this spell is reduced by {2} to cast.
  2448.  
  2449. Master lightning strikes deal 3 damage to any target.
  2450.  
  2451.  
  2452.  
  2453. *Once you declare that you cast a Master Lightning Strike, no player can take action until the cost of the spell is paid. In particular, the player cannot increase the cost of the spell by removing your magician.
  2454.  
  2455. -----
  2456.  
  2457.  
  2458.  
  2459.  
  2460.  
  2461. green
  2462.  
  2463.  
  2464.  
  2465. Ancient heart
  2466.  
  2467. {1}{Green}
  2468.  
  2469. moment
  2470.  
  2471. 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.)
  2472.  
  2473.  
  2474.  
  2475. * Unless you can target both a creature you control and a creature you don't control, you can't cast Ancient Hearts.
  2476.  
  2477.  
  2478.  
  2479. * The creatures you control are not legendary. If it is not legendary, it will not get +1/+1 counters before fighting each other.
  2480.  
  2481.  
  2482.  
  2483. *If any of the targets is already an illegal target when the ancient heart attempted to settle, both creatures will not cause or be harmed.
  2484.  
  2485.  
  2486.  
  2487. * 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).
  2488.  
  2489. -----
  2490.  
  2491.  
  2492.  
  2493. The edge is gone
  2494.  
  2495. {1}{Green}
  2496.  
  2497. witchcraft
  2498.  
  2499. Destroy target artifact or enchantment. You can put a land card from your hand into the battlefield.
  2500.  
  2501.  
  2502.  
  2503. * Unless you can choose an artifact or enchantment as the goal, you can't cast away.
  2504.  
  2505.  
  2506.  
  2507. * The effect of the end of the trip is not used. Even if you have used the land in this round, it can still put a land card into the battlefield.
  2508.  
  2509.  
  2510.  
  2511. * If the target artifact or enchantment is already an illegal target when attempting to settle at the end, it will not settle. You cannot put a land card into the battlefield.
  2512.  
  2513. -----
  2514.  
  2515.  
  2516.  
  2517. Corrosion flow
  2518.  
  2519. {1}{Green}
  2520.  
  2521. Biological ~ Flow
  2522.  
  2523. 2/2
  2524.  
  2525. Whenever the erosive streamblocks a creature that wears an armor, or is blocked by a creature that wears a weapon, it destroys all equipment that is equipped on the latter creature at the end of the battle.
  2526.  
  2527.  
  2528.  
  2529. * Decide which weapon to destroy only when the delayed triggered ability of the erosive fluid settles at the end of the battle. Even if the corrosive streamers had left the battlefield before this time, equipment will still be eliminated.
  2530.  
  2531.  
  2532.  
  2533. * 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 left on the battlefield immediately before it left the battlefield.
  2534.  
  2535.  
  2536.  
  2537. -----
  2538.  
  2539.  
  2540.  
  2541. Gaia’s blessing
  2542.  
  2543. {1}{Green}
  2544.  
  2545. witchcraft
  2546.  
  2547. Target players wash up to three target cards from their graveyard into their library.
  2548.  
  2549. Draw a card.
  2550.  
  2551. When Gaia's blessings are put into your graveyard from your library, wash your graveyard into your library.
  2552.  
  2553.  
  2554.  
  2555. * If the graveyard does not have a legitimate goal of Gaia's blessing (perhaps because its goal becomes an illegal goal, or if you have not chosen any target), the target player shuffles its library.
  2556.  
  2557.  
  2558.  
  2559. * If an effect puts several cards from your library into your graveyard at the same time, put all cards into the graveyard first, then Gaia's blessings then wash your graveyard back into your library.
  2560.  
  2561. -----
  2562.  
  2563.  
  2564.  
  2565. Gaia Keeper
  2566.  
  2567. {3}{Green}
  2568.  
  2569. Creature - Elemental Warrior
  2570.  
  2571. 4/2
  2572.  
  2573. If you can stop Gaia guardians, you must block it.
  2574.  
  2575.  
  2576.  
  2577. * Just use a creature to block Gaia Guardians. Other creatures can also stop it, and they can block other creatures without blocking.
  2578.  
  2579.  
  2580.  
  2581. * It will be up to the defense player (not you) to decide which creature to use to block Gaia Guardians.
  2582.  
  2583.  
  2584.  
  2585. * If all creatures controlled by a defending player are unstoppable (for example, tapped) for any reason, the player cannot block Gaia Guardian. If you have to pay to cover the Gaia Guardian, this does not force the defending player to pay the fee, so in this case, you don't have to stop Gaia Guardian.
  2586.  
  2587. -----
  2588.  
  2589.  
  2590.  
  2591. Growth
  2592.  
  2593. {1}{Green}
  2594.  
  2595. moment
  2596.  
  2597. Increase {2} (You can pay extra {2} when casting this spell.)
  2598.  
  2599. 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.
  2600.  
  2601.  
  2602.  
  2603. * If growth has increased, the target creature will be reset first and then get +4/+4.
  2604.  
  2605. -----
  2606.  
  2607.  
  2608.  
  2609. Lonely Monkey King
  2610.  
  2611. {4} {Green} {Green}
  2612.  
  2613. Legendary Creature - Monkey / Warrior
  2614.  
  2615. 5/5
  2616.  
  2617. Increase {3} (You can pay {3} when you cast this spell.)
  2618.  
  2619. If the lonely Monkey King Gwyn has increased, it has five +1/+1 counters on the battlefield.
  2620.  
  2621. When Gon attacks alone, double its strength and defense until end of turn.
  2622.  
  2623.  
  2624.  
  2625. * 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.
  2626.  
  2627.  
  2628.  
  2629. * 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) for an effect, doubling his strength and defense will give it -2/+5, making it - 4/10 until end of turn.
  2630.  
  2631.  
  2632.  
  2633. * If in the process of announcing an attacker, a creature is the only creature declared as an attacker (including creatures controlled by teammates, if there are teammates), the creature is attacked alone. For example, if you declare several creatures to attack together, but all but one of these creatures later move out of the battle, Ghoin's last power will not trigger.
  2634.  
  2635. -----
  2636.  
  2637.  
  2638.  
  2639. The Druid Vow of Camar
  2640.  
  2641. {X}{Green}{Green}
  2642.  
  2643. Legendary Witchcraft
  2644.  
  2645. (Only you can cast Legendary Witchcraft when you control Legendary Creature or Planeswalker.)
  2646.  
  2647. 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.
  2648.  
  2649.  
  2650.  
  2651. * For cards in your library where magical charges include {X}, X is treated as 0.
  2652.  
  2653.  
  2654.  
  2655. * All permanents put into the battlefield this way enter the battlefield at the same time. If these permanents have triggered abilities that trigger when other things enter the battlefield, they can see each other enter the battlefield.
  2656.  
  2657. -----
  2658.  
  2659.  
  2660.  
  2661. Rebel Scout
  2662.  
  2663. {1}{Green}
  2664.  
  2665. Creature - Fairy / Scout
  2666.  
  2667. 1/3
  2668.  
  2669. {tap}: You can put a land card from your hand into the battlefield.
  2670.  
  2671.  
  2672.  
  2673. * The effect of Luo Ye scout is not used. Even if you have reached the maximum number of lands used in this round, or are not currently your turn, this ability can still put the land into the battlefield.
  2674.  
  2675. -----
  2676.  
  2677.  
  2678.  
  2679. Incubator Ma Wen
  2680.  
  2681. {2} {Green}
  2682.  
  2683. Legendary Creature - Leprechaun/Druid
  2684.  
  2685. 1/1
  2686.  
  2687. Whenever another goblin enters the battlefield under your control, put a +1/+1 counter on the nurturer Ma Wen.
  2688.  
  2689. {Title}: Add some {green}, the number of which is equivalent to Ma Wen's power.
  2690.  
  2691.  
  2692.  
  2693. * Instinct Manning's activated abilities are magical abilities. It does not need to be stacked and cannot be answered.
  2694.  
  2695. -----
  2696.  
  2697.  
  2698.  
  2699. Avid Maya incarnates Mutani
  2700.  
  2701. {4} {Green} {Green}
  2702.  
  2703. Legendary Creature - Element / Holy
  2704.  
  2705. 0/0
  2706.  
  2707. Extended, trampled
  2708.  
  2709. Every time you control a land or a land card in your graveyard, Yavemiya's incarnation of Mutani gets +1/+1.
  2710.  
  2711. {1}{Green}, Return the lands you control to its owner's hand: Return Muthani from your graveyard to your hand.
  2712.  
  2713.  
  2714.  
  2715. * Mutany's ability to modify and defend forces only works when they are on the battlefield. In all other areas it is a 0/0 creature.
  2716.  
  2717.  
  2718.  
  2719. * To start Mutani's last ability, you must return the land you control from the battlefield to its owner's hand. You cannot use this method to move back the land in your graveyard.
  2720.  
  2721. -----
  2722.  
  2723.  
  2724.  
  2725. Song of Yaliz
  2726.  
  2727. {1}{Green}
  2728.  
  2729. Enchantment - Transmission
  2730.  
  2731. (Here's a time when you entered the battlefield and after your draw step, add a learning counter. Sacrifice it after III.)
  2732.  
  2733. I, II—Up to your next turn, creatures you control gain {{tap}: add a little magic to any color."
  2734.  
  2735. III—Place a +1/+1 counter on each creature you control. These creatures gain vigilance, trample, and immortality until the end of the turn.
  2736.  
  2737.  
  2738.  
  2739. * 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.
  2740.  
  2741. -----
  2742.  
  2743.  
  2744.  
  2745. Sporocytopharium
  2746.  
  2747. {1}{Green}
  2748.  
  2749. Biological ~ Fungi
  2750.  
  2751. 2/2
  2752.  
  2753. All other creatures you control that are fungi or saprobiotics get +1/+1.
  2754.  
  2755.  
  2756.  
  2757. *Because creatures that have been tagged will not be removed until the end of the turn, non-lethal damage to fungus or rotted creatures you control may become due to the fact that Sporisorium mycorrhizal leaves the battlefield during the turn. Fatal damage.
  2758.  
  2759.  
  2760.  
  2761. * 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.
  2762.  
  2763. -----
  2764.  
  2765.  
  2766.  
  2767. Steel Fighter
  2768.  
  2769. {Green}{Green}{Green}
  2770.  
  2771. Creature - Fairy/Knight
  2772.  
  2773. 5/4
  2774.  
  2775. Steelbacks cannot be blocked by creatures with a power equal to or less than 2.
  2776.  
  2777.  
  2778.  
  2779. * 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.
  2780.  
  2781. -----
  2782.  
  2783.  
  2784.  
  2785. Forest awakening
  2786.  
  2787. {2} {Green}
  2788.  
  2789. witchcraft
  2790.  
  2791. 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.
  2792.  
  2793.  
  2794.  
  2795. * Forest awakening does not reset any land that becomes a living creature.
  2796.  
  2797.  
  2798.  
  2799. * Forest awakening only affects the land you control when it settles. The land you control will not become a creature until your next turn.
  2800.  
  2801.  
  2802.  
  2803. * Begin with your next reset step. Before you reset your permanents, the land where the forest awakens is no longer a living creature. If this causes state actions to occur or trigger any triggered abilities, handle them in your maintenance step.
  2804.  
  2805. -----
  2806.  
  2807.  
  2808.  
  2809. Allosatron
  2810.  
  2811. {2} {Green} {Green}
  2812.  
  2813. Creature - Dinosaur
  2814.  
  2815. 5/5
  2816.  
  2817. Increase {2} {Green} (You can pay {2} {green} extra when you cast this spell.)
  2818.  
  2819. When the Allen Trojan enters the battlefield, if it has increased, it fights against another target creature.
  2820.  
  2821.  
  2822.  
  2823. * No creature can cause or be harmed if it is not on the battlefield when the Allen Trophy triggered ability resolves, or if the target of this ability is not legal.
  2824.  
  2825.  
  2826.  
  2827. * Allosaurus's ability can be assigned to another creature you control (eg, a dinosaur with irritability). If you have increased it, but your opponent does not control the creature that can become its target, you must specify a creature you control as the target of that power. Before thinking about increasing dinosaurs, think twice.
  2828.  
  2829. -----
  2830.  
  2831.  
  2832.  
  2833. Thorny thorn elements
  2834.  
  2835. {5} {Green} {Green}
  2836.  
  2837. Creature - Element
  2838.  
  2839. 7/7
  2840.  
  2841. You can make thorn spines distribute combat damage as if they were unblocked.
  2842.  
  2843.  
  2844.  
  2845. * When allocating combat damage, you need to choose whether you want to assign all damage to the blocking creature, or whether you want to allocate all damage to the player or Planeswalker attacked by the thorn spine element. You can't distribute this damage on both sides.
  2846.  
  2847. -----
  2848.  
  2849.  
  2850.  
  2851. New Green Messenger
  2852.  
  2853. {5} {Green} {Green} {Green}
  2854.  
  2855. Creature - Element
  2856.  
  2857. 7/7
  2858.  
  2859. At the beginning of each maintenance, send a 1/1 green rot-derived creature.
  2860.  
  2861.  
  2862.  
  2863. * The new green emissary's ability triggers at the beginning of each hold, not just at the beginning of your hold.
  2864.  
  2865.  
  2866.  
  2867. * In the double-headed giant game, the new green emissary's ability is only triggered once per team.
  2868.  
  2869. -----
  2870.  
  2871.  
  2872.  
  2873.  
  2874.  
  2875. Multicolor
  2876.  
  2877.  
  2878.  
  2879. The wind of the fire Adelias
  2880.  
  2881. {1}{blue}{red}
  2882.  
  2883. Legendary Creature - Human/Magician
  2884.  
  2885. 2/2
  2886.  
  2887. Flying, agile
  2888.  
  2889. Whenever you cast instant or sorcery spells, the magician you control gets +1/+1 until end of turn.
  2890.  
  2891.  
  2892.  
  2893. *Adelitz's last ability only affects the magician you control 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.
  2894.  
  2895.  
  2896.  
  2897. *Edriz's last ability will be settled one step ahead of the spell that triggered it. Even if the spell is countered, this ability will still resolve.
  2898.  
  2899. -----
  2900.  
  2901.  
  2902.  
  2903. Cursed Yaward
  2904.  
  2905. {3}{white}{black}
  2906.  
  2907. Legendary Creature - Vampire / Knight
  2908.  
  2909. 3/3
  2910.  
  2911. Dead Touch, Lifetime
  2912.  
  2913. Other legendary creatures you control get +2/+2.
  2914.  
  2915.  
  2916.  
  2917. *Because the creature's damage is not removed until the end of the turn, the legendary creatures you control are non-lethal damage and may become fatal because Yawd, who was cursed during the turn, leaves the battlefield. .
  2918.  
  2919. -----
  2920.  
  2921.  
  2922.  
  2923. Knight Knight Yayer
  2924.  
  2925. {2}{white}{black}
  2926.  
  2927. Legendary Creature - Human/Knight
  2928.  
  2929. 4/4
  2930.  
  2931. alert
  2932.  
  2933. {2}{white}, {tap}: Send a 2/2 white knight-derived creature with alert.
  2934.  
  2935. {Black}, {Tap}, Tap X Knights you control and are not tapped: Elimination of creatures whose target power is equal to or less than X.
  2936.  
  2937.  
  2938.  
  2939. * If Yayer is attacking, tapping it to activate any of his abilities won't remove him from the battle.
  2940.  
  2941.  
  2942.  
  2943. * When paying Yahye's last abilities, you can tap any untapped Cavaliers you control; this includes those you haven't steered on at the beginning of your most recent turn. However, you must have continued to manipulate Yayer at the beginning of your most recent round before you can start any of its activated abilities.
  2944.  
  2945.  
  2946.  
  2947. *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.
  2948.  
  2949.  
  2950.  
  2951. * If Yujay'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.
  2952.  
  2953. -----
  2954.  
  2955.  
  2956.  
  2957. Rekindled Dragon King Darika
  2958.  
  2959. {4} {Black} {Red} {Green}
  2960.  
  2961. Legendary Creature - Dragon
  2962.  
  2963. 7/7
  2964.  
  2965. Flying, trampling, agile
  2966.  
  2967. If the rekindled Dragon King Dariga is going to die, he will be exiled instead and have three egg counters on it.
  2968.  
  2969. At the beginning of your upkeep, if Radagar has been exiled and there are egg counters on it, remove an egg counter from it. Then if there is no egg counter on Tarika, return it to the battlefield.
  2970.  
  2971.  
  2972.  
  2973. * If there are other effects that indicate "If Dariga dies, then exile it," then you can have Mr. Dariga's own effects effect and get three egg counters.
  2974.  
  2975.  
  2976.  
  2977. * If Darga is banished, but there is no egg counter on it, its last abilities won't trigger and it won't move back to the battlefield.
  2978.  
  2979. -----
  2980.  
  2981.  
  2982.  
  2983. Fire and Song Day ("Buy a Box" Gift Card)
  2984.  
  2985. {4} {red} {white}
  2986.  
  2987. Legendary Creature - Minotaur/Monk
  2988.  
  2989. 4/6
  2990.  
  2991. The red instant and magic spells you control have lifesaving abilities.
  2992.  
  2993. Whenever a white instant or sorcery spell grants you life, Bonfire and Sunday deals 3 damage to target creature or player.
  2994.  
  2995.  
  2996.  
  2997. * If the source of lifelinks you control and deals damage to you, you will gain and lose equal lives at the same time. Your total life will not change.
  2998.  
  2999.  
  3000.  
  3001. * The last one of the bonfires and anniversaries cannot be targeted for planeswalkers.
  3002.  
  3003.  
  3004.  
  3005. * If the description of a spell's cost or effect contains a part that gives you life, or if its description of the cost or effect is affected by a substitution effect to make you gain life, treat it as the spell to get you life. If the description of a spell's cost or effect contains a part of the lifelinks that causes you to deal damage to you, it is also considered to be the spell that gives you life.
  3006.  
  3007.  
  3008.  
  3009. * If you don't receive life from a white instant or voodoo spell you control, the last ability of the bonfire and lyrics day will also trigger.
  3010.  
  3011.  
  3012.  
  3013. * If you receive a certain number of lives for "every one" thing, this will only be counted as a life event. The last abilities of the bonfire and chanting day will only trigger once.
  3014.  
  3015.  
  3016.  
  3017. * If white instants or magic cards that are not spells give you life (eg triggered abilities when the cycle regains faith), then the final abilities of the bonfire and lyrics day will not trigger.
  3018.  
  3019.  
  3020.  
  3021. * If a red-and-white two-colored spell that you control deals damage to multiple objects during the same damage dealt (one sentence with the word "create" in the spell's narrative will cause one damage) , The last one of the anniversaries and anniversaries will only trigger once. A similar situation: if the effect of a red-and-two-colored spell causes them to first inflict harm on one of the objects, and then causes more damage in the second complete sentence with the word “causes,” The last one will trigger twice. And so on.
  3022.  
  3023.  
  3024.  
  3025. * If a red-and-white two-color spell that you control deals damage, and the description also contains the part that gives you life, the last one of the bonfire and the chanting day will trigger twice.
  3026.  
  3027. -----
  3028.  
  3029.  
  3030.  
  3031. Yan Jiana
  3032.  
  3033. {3}{Black}{Red}
  3034.  
  3035. Legendary Creature - Human/Warrior
  3036.  
  3037. 3/3
  3038.  
  3039. flash
  3040.  
  3041. When Yanma Garner enters the battlefield, return all creature cards put into your graveyard from any area this turn to your hand.
  3042.  
  3043. Other creatures you control have agility.
  3044.  
  3045.  
  3046.  
  3047. * Which creature cards are returned to your hand is determined when Ghana's triggered ability resolves. If Ghana had already entered your graveyard for some reason (perhaps because of the “legendary rule”), it will also be returned to your hands.
  3048.  
  3049. -----
  3050.  
  3051.  
  3052.  
  3053. Warlords
  3054.  
  3055. {2}{Red}{Green}
  3056.  
  3057. Legendary Creature - Leprechaun/Warrior
  3058.  
  3059. 3/4
  3060.  
  3061. agile
  3062.  
  3063. 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.
  3064.  
  3065.  
  3066.  
  3067. * The amount of magic you will add is the number of creatures you use to attack. This number does not include creatures that were put into the battlefield in an "attack" state before the triggered abilities of the shuffle were settled, but would include the number of creatures used to attack but leave the battlefield before the triggered abilities resolve.
  3068.  
  3069.  
  3070.  
  3071. * After Laguna's triggered ability resolves, you can cast spells and activate abilities before you declare the blockers.
  3072.  
  3073. -----
  3074.  
  3075.  
  3076.  
  3077. Shiro Hirara
  3078.  
  3079. {1}{Red}{Green}
  3080.  
  3081. Legendary Creature - Leprechaun/Archer
  3082.  
  3083. 3/3
  3084.  
  3085. trample
  3086.  
  3087. 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 them. +1/+1 counter quantity.
  3088.  
  3089.  
  3090.  
  3091. *Hural's last ability will be settled one step ahead of the spell that triggered it. Even if the spell is countered, this ability will still resolve.
  3092.  
  3093.  
  3094.  
  3095. * If the triggered ability of the Herald has been triggered, but before he is settled, Hellard has left the battlefield, you will not put a +1/+1 counter on anything when the ability resolves, 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.
  3096.  
  3097.  
  3098.  
  3099. * 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.
  3100.  
  3101. -----
  3102.  
  3103.  
  3104.  
  3105. Eternal Archmage Jida
  3106.  
  3107. {1}{blue}{red}{white}
  3108.  
  3109. Legendary Creature - Human/Magician
  3110.  
  3111. 4/3
  3112.  
  3113. flight
  3114.  
  3115. You can pay {white}{blue}{black}{red}{green} instead of paying the magical power of the spell you cast.
  3116.  
  3117.  
  3118.  
  3119. * Treacher's ability is an alternative to casting a spell. You cannot pay this fee and other alternative fees (such as flashbacks) at the same time. You can pay additional costs (such as increase) while paying this alternative fee.
  3120.  
  3121.  
  3122.  
  3123. *If you cast a magical spell with {X} in spell charges using an alternative cost to Tiida, then X is 0.
  3124.  
  3125.  
  3126.  
  3127. * If you cast a spell and use it as a magic weapon of any color to pay for it, you can choose to cast it with an alternative cost of Trent, while still treating the magic as a magic of any color. Force to pay the fee.
  3128.  
  3129. -----
  3130.  
  3131.  
  3132.  
  3133. Corrupt Mudu Tower
  3134.  
  3135. {3}{Black}{Green}{Blue}
  3136.  
  3137. Legendary Creature - Element / Holy
  3138.  
  3139. 6/6
  3140.  
  3141. 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.)
  3142.  
  3143.  
  3144.  
  3145. * For example, you can cast an artifact creature card by artifact card, and then cast another artifact creature card by creature card.
  3146.  
  3147.  
  3148.  
  3149. *You must follow the permit conditions and restrictions on the normal timing of the hand you cast from the graveyard. For example, you cannot use Muduta to use extra land, or cast Planeswalker at your end step.
  3150.  
  3151.  
  3152.  
  3153. *You must pay for non-landing fees that you cast in this way. If the card has an alternative cost, you can instead pay it to cast it.
  3154.  
  3155.  
  3156.  
  3157. * Once you begin to cast a card, losing Mututa's control does not affect the spell.
  3158.  
  3159.  
  3160.  
  3161. * If you have used a card from your graveyard and then manipulated a new Muduta in the same round, you can cast a card of that type from your graveyard during that turn. .
  3162.  
  3163.  
  3164.  
  3165. * If a permanent card enters your graveyard during your action phase and the stack is empty, you have the opportunity to cast it before any player attempts to remove the card from your graveyard.
  3166.  
  3167.  
  3168.  
  3169. * 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), then when you begin to cast the spell, you must declare which effect the license you are using has been granted. .
  3170.  
  3171. -----
  3172.  
  3173.  
  3174.  
  3175. Taifeli's oath
  3176.  
  3177. {3}{white}{blue}
  3178.  
  3179. Legendary Enchantment
  3180.  
  3181. When Teifefi's oath enters the battlefield, banish another permanent that your target controls. At the beginning of the next end step, it is returned to the battlefield under the control of its owner.
  3182.  
  3183. You can start the Planeswalker's loyal powers you control twice per turn instead of only once.
  3184.  
  3185.  
  3186.  
  3187. * If you exile a derivative in this way, it will completely disappear and will not be returned to the battlefield.
  3188.  
  3189.  
  3190.  
  3191. * At the beginning of the next end step, even if Teifefi's oath is no longer on the battlefield, the banished card will still be returned to the battlefield.
  3192.  
  3193.  
  3194.  
  3195. * If the banished card is reiki, then when the card returns to the battlefield, its owner chooses what it wants to attach to. The aura that is put into the battlefield in this way is not aimed at anything (for example, so it can be attached to the enemy's evil permanent), but the aura's enchantments will limit what it can be attached to. Above. If the Aura cannot legally attach to anything, it will continue to be exiled.
  3196.  
  3197.  
  3198.  
  3199. * For the second power of the taffy force's vow, you can start the planeswalker's same ability twice, or start the Planeswalker's two different abilities.
  3200.  
  3201.  
  3202.  
  3203. * If you control multiple Tefli's vows for any reason, you will not be able to activate Planeswalker's abilities that you control for more than twice in the same turn.
  3204.  
  3205. -----
  3206.  
  3207.  
  3208.  
  3209. The glorious rebirth of Taikoo Zhulong
  3210.  
  3211. {5}{white}{black}
  3212.  
  3213. Legendary Witchcraft
  3214.  
  3215. (Only you can cast Legendary Witchcraft when you control Legendary Creature or Planeswalker.)
  3216.  
  3217. Return all legendary permanent cards from your graveyard to the battlefield.
  3218.  
  3219.  
  3220.  
  3221. * You must return all legendary permanent cards to the battlefield, even if some of them will be returned to the graveyard immediately because of the "legendary rule." If a legendary permanent that enters the battlefield triggers any ability, those abilities will enter the stack after the "Legend Rule" takes effect.
  3222.  
  3223.  
  3224.  
  3225. * All permanents put into the battlefield this way enter the battlefield at the same time. If these permanents have triggered abilities that trigger when other things enter the battlefield, they can see each other enter the battlefield.
  3226.  
  3227. -----
  3228.  
  3229.  
  3230.  
  3231. Kicks believer Rhona
  3232.  
  3233. {I}{Blue}{Black}
  3234.  
  3235. Legendary Creature - Human/Artifactist
  3236.  
  3237. 2/2
  3238.  
  3239. 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.)
  3240.  
  3241. You can cast non-land cards that Rona banished.
  3242.  
  3243. {4}, {tap}: Exile the top card of your library.
  3244.  
  3245.  
  3246.  
  3247. * If Rona leaves the battlefield, the banished cards will continue to be exiled. If Lorna enters the battlefield again, then the "other" Rona's banished card also has nothing to do with it. New Rhone will form a new set of exiled cards with their first and last powers. Shinra's second power can only be used to cast these cards.
  3248.  
  3249.  
  3250.  
  3251. * Cards banished from your library are banished facing up.
  3252.  
  3253.  
  3254.  
  3255. * After Rhona's last ability resolves, if it is your turn, you will be given priority. If the rules allow, you can cast banished cards before other players can take action.
  3256.  
  3257.  
  3258.  
  3259. * You must abide by the conditions and restrictions on the normal timing of the timing of the hand you cast from the exile area.
  3260.  
  3261.  
  3262.  
  3263. * You still have to pay the full cost of the spell, including additional costs. You can also pay for alternative costs, such as those given by Ancestral Magus.
  3264.  
  3265.  
  3266.  
  3267. * The banished card is not yours, so you cannot cycle, discard, or activate an activated ability on that card.
  3268.  
  3269.  
  3270.  
  3271. * Once you start playing, losing Rona's control does not affect the spell.
  3272.  
  3273.  
  3274.  
  3275. * The top card of the exiled library is determined when Lorna's last ability resolves. This card may not be on the top of your library when you activate the ability.
  3276.  
  3277. -----
  3278.  
  3279.  
  3280.  
  3281. Simone
  3282.  
  3283. {green}{white}
  3284.  
  3285. Legendary Creature - Human/Warrior
  3286.  
  3287. 0/0
  3288.  
  3289. After the Western Conference, Shanna cannot be the target of an opponent’s ability to control.
  3290.  
  3291. Every time you control a creature, Shana gets +1/+1.
  3292.  
  3293.  
  3294.  
  3295. *Spells controlled by opponents can specify Shana as the target.
  3296.  
  3297.  
  3298.  
  3299. *Sana's ability to modify and defend forces only works when they are on the battlefield. In all other areas it is a 0/0 creature.
  3300.  
  3301.  
  3302.  
  3303. * As long as Shana is on the battlefield, his last power will calculate itself, so it will be at least 1/1.
  3304.  
  3305.  
  3306.  
  3307. * Because the creature's damage is not removed until the end of the turn, Sanna's non-lethal damage may become fatal because other creatures you control leave the battlefield during the turn.
  3308.  
  3309. -----
  3310.  
  3311.  
  3312.  
  3313. Sending passengers sticky feet
  3314.  
  3315. {1}{Black}{Green}
  3316.  
  3317. Legendary Creature - Fungi
  3318.  
  3319. 2/3
  3320.  
  3321. Whenever a rot that you control dies, the mailer inflicts 1 damage to each opponent and you gain 1 life.
  3322.  
  3323. {4}: Send a 1/1 green rot-derived creature.
  3324.  
  3325.  
  3326.  
  3327. * If a rot that you control dies at the same time as a sticky foot, the sticky foot will do damage and you will gain life.
  3328.  
  3329.  
  3330.  
  3331. * 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.
  3332.  
  3333. -----
  3334.  
  3335.  
  3336.  
  3337. Dominaria Heroes Thaifil
  3338.  
  3339. {3}{white}{blue}
  3340.  
  3341. Legendary Planewalker - Taifei Li
  3342.  
  3343. 4
  3344.  
  3345. +1: Draw a card. At the beginning of the next end step, reset both places.
  3346.  
  3347. −3: Place the target nonland permanent at the third position of the top of its owner's library.
  3348.  
  3349. −8: You receive the emblem with the “permanent object that is banished by the opponent whenever you draw a card”.
  3350.  
  3351.  
  3352.  
  3353. * At the end of the next step, you need to decide which two places to reset.
  3354.  
  3355.  
  3356.  
  3357. * You select the target for the triggered ability of the Tiffany emblem after seeing the card you have drawn.
  3358.  
  3359. -----
  3360.  
  3361.  
  3362.  
  3363. Spaceship Guardian Diane
  3364.  
  3365. {3} {red} {white}
  3366.  
  3367. Legendary Creature - Angel/Artifacter
  3368.  
  3369. 3/3
  3370.  
  3371. Flight, first attack
  3372.  
  3373. Whenever a Reiki or Equipment that you control enters the graveyard from the battlefield, you can return the card to its owner's hand at the beginning of the next end step.
  3374.  
  3375.  
  3376.  
  3377. * Tiana's last ability triggers a delayed triggered ability that allows you to move the aura or weapon back in the next end step. Even if Tiana leaves the battlefield before the next finishing step, the power will still work.
  3378.  
  3379.  
  3380.  
  3381. * If one of the auras you control is immediately followed by Tyana leaving the battlefield and entering the graveyard (most likely because Tiana leaves the battlefield, but the aura is set by the state because it is not attached to anything. Into the graveyard), Tiya's last power does not trigger.
  3382.  
  3383.  
  3384.  
  3385. * If a reiki or weapon you control comes into the graveyard simultaneously with Tijana (most likely because there are effects that destroy all non-land permanents), you can move it back at the beginning of the next end step. Its owner's hand.
  3386.  
  3387.  
  3388.  
  3389. * If an aura or weapon enters your graveyard at the end step, you can move it back at the next end step (not the current one).
  3390.  
  3391.  
  3392.  
  3393. * If a Reiki or Warrior left the graveyard after triggering Tejana's last ability, it cannot be moved back to its owner's hand when the triggered triggered ability resolves.
  3394.  
  3395. -----
  3396.  
  3397.  
  3398.  
  3399.  
  3400.  
  3401. Artifact
  3402.  
  3403.  
  3404.  
  3405. Recasting UF
  3406.  
  3407. {two}
  3408.  
  3409. Legendary artifact - weapon
  3410.  
  3411. Every time you control a land, creatures wearing this armor get +1/+1.
  3412.  
  3413. Wearing a legendary creature {3}
  3414.  
  3415. Wear {7}
  3416.  
  3417.  
  3418.  
  3419. * "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."
  3420.  
  3421.  
  3422.  
  3423. * It will only check if the target creature is legendary when recasting Wu Feng's first ability to start wearing and when the ability resolves. If the creature later becomes a non-legend for some reason, recasting Wu Feng will still be equipped on it.
  3424.  
  3425. -----
  3426.  
  3427. Stabilization ball
  3428.  
  3429. {two}
  3430.  
  3431. Artifact
  3432.  
  3433. If you tap a land to produce two or more magical powers, it instead produces {nothing} instead of other categories and quantities.
  3434.  
  3435. The spell cast by the player adds a certain amount of charge to cast, and the number is "The player adds {1} each time a player casts another spell this turn."
  3436.  
  3437.  
  3438.  
  3439. * If there are multiple alternate effects that affect the magical power generated by the powers you control, then you decide which one will take effect. Afterwards, determine if there are other such effects that are applicable. The same substitution effect cannot be used to effect the same event many times in this way.
  3440.  
  3441.  
  3442.  
  3443. * The second ability 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.
  3444.  
  3445.  
  3446.  
  3447. *To calculate the total cost of a spell, start with the mana cost (or alternative cost) you want to pay, plus the amount of the increase, and then subtract the amount of the decrease. Regardless of the total cost of casting a spell, its total magical cost will not change.
  3448.  
  3449. -----
  3450.  
  3451.  
  3452.  
  3453. Sword of the Forefathers
  3454.  
  3455. {three}
  3456.  
  3457. Artifacts - Equipment
  3458.  
  3459. Creatures with this weapon gain +3/+0 and have alert and trample abilities.
  3460.  
  3461. Whenever a creature that wears this weapon dies, equip the ancestor's sword with the creature you target.
  3462.  
  3463. Wear {three}
  3464.  
  3465.  
  3466.  
  3467. * If the triggering ability of the ancestor's sword does not have a suitable target, or if the target of that ability is not legal, the ancestor's sword will remain on the battlefield in an unequipped state.
  3468.  
  3469. -----
  3470.  
  3471.  
  3472.  
  3473. Legionnaire's Helm
  3474.  
  3475. {four}
  3476.  
  3477. Legendary artifact - weapon
  3478.  
  3479. At the beginning of your round of battles, send a derivative that is a replica of the creature that wears this weapon, but if the creature that wears this weapon is a legend, the derivative is not legendary. This derivative gains agility.
  3480.  
  3481. Wearing {5}
  3482.  
  3483.  
  3484.  
  3485. * This derivative only copies what was printed on the original creature (unless the creature also copied something else or a derivative; it will be described later). It does not copy the following states: whether the creature is tapped, has no counters on it, is attached to Reiki, equipped with weapons, or other non-replication effects that change its strength, defensive power, type, color, etc. .
  3486.  
  3487.  
  3488.  
  3489. * The derivative is not legendary, but this can be copied. If something copies the derivative later, the resulting copy is not legendary. If you control two or more permanents with the same name at the same time, but only one of them is a legend, the "Legend Rule" will not take effect.
  3490.  
  3491.  
  3492.  
  3493. * This derivative will always have agility, but this effect cannot be copied. If something copies the derivative later, the resulting copy will not be agile.
  3494.  
  3495.  
  3496.  
  3497. * If the magical cost of the copied creature contains {X}, then X is treated as 0.
  3498.  
  3499.  
  3500.  
  3501. * If the replicated creature is a derivative, the dispatched derivative will duplicate the original signature of the effect of sending the derivative.
  3502.  
  3503.  
  3504.  
  3505. * If the copied creature itself has copied something else (for example, if the selected creature is a demon creature), this derivative will appear on the battlefield as if the selected creature had already replicated.
  3506.  
  3507.  
  3508.  
  3509. * 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.
  3510.  
  3511.  
  3512.  
  3513. * If the creature wearing this equipment leaves the battlefield before the triggered ability of the Legionnaire's Helm is settled, or if the Legion's Helm is not equipped on any creature, no derivative will be sent. However, if the Legion's Helm leaves the battlefield when its abilities are still on the stack, the sent out token will copy the last creature that wears this weapon. If the creature has also left the battlefield, its last known information is used to determine the appearance of the derivative.
  3514.  
  3515. -----
  3516.  
  3517.  
  3518.  
  3519. Calling Golem
  3520.  
  3521. {three}
  3522.  
  3523. Artifact Creature - Golem
  3524.  
  3525. 2/3
  3526.  
  3527. Each time a rogue monster attacks or blocks, each player draws a card.
  3528.  
  3529.  
  3530.  
  3531. * 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.
  3532.  
  3533. -----
  3534.  
  3535.  
  3536.  
  3537. Ice manipulator
  3538.  
  3539. {four}
  3540.  
  3541. Artifact
  3542.  
  3543. {1}, {tap}: Tap target artifact, creature, or ground.
  3544.  
  3545.  
  3546.  
  3547. *Once a player announces the casting of a spell or activates 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.
  3548.  
  3549. -----
  3550.  
  3551.  
  3552.  
  3553. Uyela's servant beast
  3554.  
  3555. {four}
  3556.  
  3557. Artifact Creature - Bird
  3558.  
  3559. 2/2
  3560.  
  3561. flight
  3562.  
  3563. The cast spells you cast are reduced by {1} for casting. (Artifacts, legends, and disciplines are historical sites.)
  3564.  
  3565.  
  3566.  
  3567. * The last power of Juela's servant beast does not reduce the amount you must pay when you cast yourself.
  3568.  
  3569. -----
  3570.  
  3571.  
  3572.  
  3573. Siege giant car
  3574.  
  3575. {four}
  3576.  
  3577. Artifact Creature - Siege Vehicle
  3578.  
  3579. 5/3
  3580.  
  3581. A siege giant car must attack if he can attack every time.
  3582.  
  3583. Siege giant cars can not be blocked by the wall.
  3584.  
  3585.  
  3586.  
  3587. * If a siege giant cannot attack for any reason (for example, if it has been tapped, or if it is controlled by that player when it is a turn), it cannot attack. If you have to pay for it to be able to attack it, this will not force its controller to pay the fee, so in this case, the creature does not have to attack.
  3588.  
  3589. -----
  3590.  
  3591.  
  3592.  
  3593. Mishra's self-imitation workers
  3594.  
  3595. {Fives}
  3596.  
  3597. Artifact Creature - Assembly Worker
  3598.  
  3599. 2/2
  3600.  
  3601. 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.)
  3602.  
  3603.  
  3604.  
  3605. * This derivative has Misra's self-imitating worker abilities. It can also produce its own replica.
  3606.  
  3607.  
  3608.  
  3609. * 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's ability.
  3610.  
  3611.  
  3612.  
  3613. * The derivative will not duplicate the counterpoints or marks on Mishra's self-imposed workers, nor will it duplicate the other forces, defensive forces, categories, colors, etc. that change Mishra's self-imposed workers. The effect of such. Generally speaking, this means that this derivative will only be a Mishra's self-imposed worker. But if any copying effect has affected the original Mithra's self-imposed workers, they must be taken into account.
  3614.  
  3615.  
  3616.  
  3617. * If Mishra’s self-imposed worker leaves the battlefield before the triggering ability resolves, the derivative will still enter the battlefield as a replica of Mishra’s self-imposed worker and use Mishra’s self-imposed worker’s last Replicable feature values ​​on the battlefield.
  3618.  
  3619. -----
  3620.  
  3621.  
  3622.  
  3623. Amber
  3624.  
  3625. {zero}
  3626.  
  3627. Legendary artifact
  3628.  
  3629. {Tap}: Adds a little magical power, the color of which is the color of any of the legendary creatures and planeswalkers you control.
  3630.  
  3631.  
  3632.  
  3633. * Amber Malang's powers allow you to choose a color from the colors of the Legendary Creature and Planeswalker you control, and then add a little magical power. Instead of adding a color, add a little magic to that color.
  3634.  
  3635.  
  3636.  
  3637. * If you do not control Legendary Creature or Planeswalker, you can activate Amber Malang's ability but it will not add any magical power.
  3638.  
  3639.  
  3640.  
  3641. * If your Legendary Creature and Planeswalker are colorless, though you can activate Amber Malang's ability, it will not add any magical power. "Colorless" is not a color.
  3642.  
  3643. -----
  3644.  
  3645.  
  3646.  
  3647. Pilot compass
  3648.  
  3649. {one}
  3650.  
  3651. Artifact
  3652.  
  3653. When the pilot compass rose into the battlefield, you gain 3 life.
  3654.  
  3655. {tap}: Select a basic place category. Until the end of the turn, the land the target controls by you has that category.
  3656.  
  3657.  
  3658.  
  3659. * Getting a basic land category will give the target land a corresponding magical power. Since the land is "extra" with a new base class, the place retains its previously possessed power.
  3660.  
  3661. -----
  3662.  
  3663.  
  3664.  
  3665. Magic Stone Shard
  3666.  
  3667. {three}
  3668.  
  3669. Artifact
  3670.  
  3671. {tap}: You add {no} to each artifact you control as a piece of Magic Stone.
  3672.  
  3673.  
  3674.  
  3675. * Magic abilities of magical debris are magical abilities. It does not use stacking and cannot be answered.
  3676.  
  3677. -----
  3678.  
  3679.  
  3680.  
  3681. Sanctuary Shield
  3682.  
  3683. {two}
  3684.  
  3685. Artifacts - Equipment
  3686.  
  3687. If a source will deal damage to a creature that wears this weapon, prevent 2 of that damage.
  3688.  
  3689. Wear {1}
  3690.  
  3691.  
  3692.  
  3693. * 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.
  3694.  
  3695.  
  3696.  
  3697. * If an creature wears two sacred shields, it will prevent 4 damage. Three Sanctuary shields prevent 6 damage, and so on.
  3698.  
  3699.  
  3700.  
  3701. * If there are multiple alternative effects that affect the "how it will cause harm," the controller of the permanent that has been harmed determines the order in which these effects take effect.
  3702.  
  3703. -----
  3704.  
  3705.  
  3706.  
  3707. Warlock wand
  3708.  
  3709. {one}
  3710.  
  3711. Artifacts - Equipment
  3712.  
  3713. 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."
  3714.  
  3715. Wear {three}
  3716.  
  3717.  
  3718.  
  3719. * Only when the ability is settled will the creature that wears this weapon be examined as a magician. If the creature has left the battlefield, use its last known information to determine if it is a magician.
  3720.  
  3721.  
  3722.  
  3723. * The source of the damage and the damage they deal are both creatures that wear this weapon, not the wand of the warlock.
  3724.  
  3725. -----
  3726.  
  3727.  
  3728.  
  3729. War Training Structure
  3730.  
  3731. {one}
  3732.  
  3733. Artifacts - Organisms
  3734.  
  3735. 1/1
  3736.  
  3737. When the battlefield structure dies, put a +1/+1 counter on the creature you target.
  3738.  
  3739.  
  3740.  
  3741. * If another creature and the combat team's structure are killed at the same time, the ability of the combat team's structure is too late to place a +1/+1 counter on the creature so that it survives.
  3742.  
  3743. -----
  3744.  
  3745.  
  3746.  
  3747. The Great Book of Urza
  3748.  
  3749. {two}
  3750.  
  3751. Artifact
  3752.  
  3753. {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.)
  3754.  
  3755.  
  3756.  
  3757. * After you see the cards you have drawn, choose whether to fold or to banish cards from your graveyard.
  3758.  
  3759.  
  3760.  
  3761. * Even if you can banish a historic card from the graveyard, you can still choose to discard a card.
  3762.  
  3763. -----
  3764.  
  3765.  
  3766.  
  3767. Voltage servant
  3768.  
  3769. {two}
  3770.  
  3771. Artifacts - Organisms
  3772.  
  3773. 1/3
  3774.  
  3775. At the beginning of your end step, reset the target artifact.
  3776.  
  3777.  
  3778.  
  3779. * The voltage servant's ability can target artifact creatures, including itself.
  3780.  
  3781. -----
  3782.  
  3783.  
  3784.  
  3785. Magic League, Magic, Dominaria, Kaladesh, Etherebus, Amonka, Disillusionment, Ienec, Isilan, Izalan, and Planeswalker, whether in the United States In other countries, they are trademarks of Wizards Limited. ©2018 Wizards of the World.
RAW Paste Data
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. OK, I Understand
 
Top