Subject: My Tempest Rules Notes Date: Tue, 7 Oct 1997 14:50:37 -0700 From: "Daniel Gray" To: Tempest Rules Notes: These notes were compiled using my own actual cards. When I did not possess the actual card, I refered to the Neutral Ground spoiler list. General: Buyback Buyback is paid only when you announce the spell. It cannot be paid later. Returning the card to your hand is part of the spell's effect, and happens normally during resolution. The card never goes to your graveyard if it is bought back. If the spell is countered, you will not get the card back. If something can reduce the cost of one of your spells (such as the Medallions or Helm of Awakening), it can be used to reduced the buyback cost. Artifacts: Booby Trap 6 Artifact When Booby Trap comes into play, name any card except a basic land. Whenever target opponent draws cards, he or she reveals those cards to all players. If any of those cards is the named card, sacrifice Booby Trap and it deals 10 damage to that opponent. You name the card when Booby Trap comes into play, and that is the only card which can cause Booby Trap to deal the 10 damage. The revelation of cards is a triggered ability. Bottle Gnomes 3 Artifact Creature 1/3 Sacrifice Bottle Gnomes: Gain 3 life. Yes, the ability to sacrifice them for 3 life is useable while the Gnomes are tapped. Cold Storage 4 Artifact 3: Put target creature face up on Cold Storage. Sacrifice Cold Storage: Put all creature cards on Cold Storage into play. The creature cards are removed from the game (per Tom Wylie's pre-release FAQ errata). If, for some reason, Cold Storage leaves play with creature cards "in" it, those cards remain removed from the game. If control of Cold Storage changes, cards remain where they were; however, when the Storage is sacrificed, all the creaturtes are put into play under the control of the controller of Cold Storage, regardless of the original controller. Echo Chamber 4 Artifact 4,T: Target opponent chooses target creature he or she controls. Put a token creature into play and treat it as a copy of that creature. The token creature is unaffected by summoning sickness this turn. At end of turn, remove the token creature from the game. Play this ability as a sorcery. Currently, the old copy card rulings apply, so you cannot copy an animated land or artifact or something with this. However, Clone is about to get a new Oracle wording, and I suspect that Echo Chamber will soon be able to copy anything in light of the new October 1 rulings. Emmesi Tome 4 Artifact 5,T: Draw two cards and then choose and discard a card. It is possible to use mana sources between the draws and the discard. Excavator 2 Artifact T, Sacrifice a basic land: Target creature gains that landwalk ability until end of turn. If you sacrifice a snow-covered basic land, the creature gets the snow-covered version of the landwalk ability. Fool's Tome 4 Artifact 2,T: Draw a card. Play this ability only if you have no cards in your hand. Like Library of Alexandria, Fool's Tome only cares if you have no cards in hand when you announce it, so it is possible to use several of these in the same batch to draw multiple cards. Grindstone 1 Artifact 3,T: Put the top two cards of target player's library into his or her graveyard. If both cards share at least one color, repeat this process. Note that the "repeat this process" is part of the process. If you mill to cards of the same color, and then repeat and get two more of an identical color, you repeat the process a third time, ad. infinitum. As always, colorless, land, gold, etc. are not colors. Helm of Possession 4 Artifact You may choose not to untap Helm of Possession during your untap phase. 2,T, Sacrifice a creature: Gain control of target creature as long as Helm of Possession remains tapped and you control Helm of Possession. Note that the Helm leaving play counts as your no longer controlling the Helm. Phasing out the Helm or the creature will also end the effect. Jinxed Idol 2 Artifact During your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol permanently. "Permanently" simply means that whomever you give the Idol to will keep it until another "change control" ability, even the Idol's own, gives it to someone else. It is possible to use the ability to give the Idol to someone else during your upkeep and before you take the damage. Magnetic Web 2 Artifact If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that attacking player controls attack if able. If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that defending player controls block that creature if able. 1,T: Put a magnet counter on target creature. This card does not work as written, and it already has errata (see Tom Wylie's pre-release FAQ). The fixed card should read as follows: "Creatures with any magnet counters on them attack if able if any other creatures with magnet counters on them attack. Each creature with any magnet counters on it blocks attacking creatures with magnet counters on them if able. 1,T: Put a magnet counter on target creature." If you use Magnetic Web to put a counter on something, it turns the Web off, so the "forced attacking and blocking" won't function. Oops. Will not force tapped or otherwise inelligble to attack (Walls) or block (Fallen Askari) creatures to perform an illegal action. If you decide to attack with a creature with a magnet counter on it, every other one of your creatures with a magnet counter which can also attacks. Phyrexian Splicer 2 Artifact 2,T: Choose flying, first strike, trample, or shadow. Target creature with that ability loses it until end of turn and another target creature gains that ability until end of turn. The creature losing the ability and the creature gaining it cannot be the same creature. Scalding Tongs 2 Artifact During your upkeep, if you have three or fewer cards in your hand, Scalding Tongs deals 1 damage to target opponent. Works just like Black Vise, The Rack, and the Cages-- choose the opponent on casting, and it only affects that opponent. Scroll Rack 2 Artifact 1,T: Choose any number of cards in your hand and set them aside.Put an equal number of cards from the top of your library into your library into your hand. Then, put the cards set aside on top of your library in any order. Mana sources are legal between putting cards in your hand and putting the set aside cards on your library, but _not_ between setting aside and putting cards in your hand. Thumbscrews 2 Artifact During your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent. See Scalding Tongs Watchdog 3 Artifact Creature 1/2 Watchdog blocks if able. As long as Watchdog is untapped, all creatures attacking you get -1/-0. The second ability is continuous, and works similarly to a backwards Orcish Oriflamme. The creatures get the penalty only when attacking, and the penalty goes away as soon as a creature is no longer attacking the Watchdog's controller. Black: Bellowing Fiend 4B Summon Spirit 3/3 Flying Whenever Bellowing Fiend damages any player, Bellowing Fiend deals 3 damage to you and 3 damage to that creature's controller. Deals the damage if the Fiend damages a creature in any way, not just combat. So throw a Fire Whip on him :) For a Spirit, this guy looks an awful lot like a Demon. Carrionette 1B Summon Skeleton 1/1 2BB: Remove Carrionette and target creature from the game. That creature's controller may pay 2 to counter this ability. Play this ability only if Carrionette is in your graveyard. You may use this ability as often as you wish while Carrionette is in the graveyard. Therefore, it is possible to activate it many times in the same batch to take out multiple creatures. Coffin Queen 2B Summon Wizard 1/1 You may choose not to untap Coffin Queen during your untap phase. 2B,T: Put target creature card from any graveyard into play under your control. Remove that creature from the game if Coffin Queen becomes untapped or you lose control of Coffin Queen. Once again, the Queen leaving play or phasing out constitutes "losing control" of the Queen. However, if the target creature phases out, it phases back in normally and will not die. If the creature phases out, and then it phases back in and the Queen is no longer around, nothing happens. Remember that if you animate a creature with this, and then creature stops being a creature, you still maintain control of the permanent as long as the conditions are met (this was asked me several times with regards to animating a Licid and then turning it into an enchantment). The "under your control" clause is superfluous and need not be there. Sloppy templating. Commander Greven il-Vec 3BBB Summon Legend 7/5 When Commander Greven il-Vec comes into play, sacrifice a creature. Greven cannot be blocked except by artifact creatures or black creatures. If he is the only creature in play when he comes into play, he'll sacrifice himself. Despite the laziness of the card writers, the second ability should be read as, "Commander Greven il-Vec cannot be blocked. . ." Corpse Dance 2B Instant Buyback 2 Put the top creature card in your graveyard into play. That creature is unaffected by summoning sickness this turn. Remove that creature from the game at end of turn. While it looks like Shallow Grave, it doesn't work exactly like it. Corpse Dance only tries to remove the creature from the game at the end of turn it came into play. If you can phase it out, and then bring it back later, it will not die. Dark Banishing 2B Instant Destroy target creature. That creature cannot be regenerated this turn. Yes, it really does say "destroy." "Bury" is no longer a term used on Magic cards, since it denoted virtually the same thing as "sacrifice," it was deemed superfluous and has been discarded. The new "That creature cannot be regenerated this turn" means that you cannot even attempt to regenerate that creature (unlike Incinerate, which allows you to waste regeneration effects on a creature, but they merely won't work). Death Pits of Rath 3BB Enchantment Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated this turn. Like Spirit Link, Drain Life and similar, the creature actually has to have been successfully dealt the damage. You still get a chance to prevent the damage to the creature before the Death Pits kills it. You also get a chance to regenerate the creature (if damage is successfully dealt to it), but Death Pits will have already triggered (but not yet resolved), and even if you regenerate it, Death Pits will just kill it again. Diabolic Edict 1B Instant Target player sacrifices a creature. Obviously, the target player chooses which creature to sacrifice. Since it targets only a player, this is castable even on a player who controls no creatures. Dregs of Sorrow X4B Sorcery Destroy X target nonblack creatures. Draw X cards. You still draw X cards even if you don't manage to kill all X creatures (unless of course, it fizzles against all X creatures, in which case the whole spell fails and you get no cards). Endless Scream XB Enchantment Enchanted creature gets +X/+0. The bonus is permanent as long as the enchantment is in play. Use a die or counters to mark the bonus so you remember it, although the counters aren't actual counters. Extinction 4B Sorcery Destroy all creatures of any creature type of your choice. The creature type is part of the casting decisions, and is chosen on announcement. Like An-Zerrin Ruins, "creature type" does not mean "card name," but rather what the in the "Summon " of a card, the name of a token (for example, "Goblin Scouts tokens"), or the in "Counts as a ." See "Creature Types" in the general rulings for more complete rulings. Gravedigger 3B Summon Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. The ability really is optional. Kezzerdrix 2BB Summon Beast 4/4 During your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. Whether or not the opponent controls any creatures is checked on resolution of the upkeep ability. Leeching Licid 1B Summon Licid 1/1 B,T: Leeching Licid loses this ability and becomes a creature enchantment reading, "During his or her upkeep, Leeching Licid deals 1 damage to enchanted creature's controller," instead of a creature. Move Leeching Licid onto target creature. You may pay B to end this effect. If the target creature goes away before the ability resolves, the Licid does not turn into an enchantment, and remains in play as a (tapped) creature. If the Licid turns into an enchantment, and then you pay to turn it back into a creature, the Licid does not have summoning sickness again. You can choose the Licid itself as a target, and it will kill itself Minion of the Wastes 3BBB Summon Minion */* Trample When you play Minion of the Wastes, pay any amount of life. Minion of the Wastes has power and toughness each equal to that amount. The life is paid on announcement, similar to a cost, and it is gone even if the Minion is countered. Sadistic Glee B Enchant Creature Whenever a creature is put into any graveyard from play, put a +1/+1 counter on enchanted creature. As the counters go on the creature rather than the enchantment, accumlated counters remain even if Sadistic Glee leaves play. Sarcomancy B Enchantment When Sarcomancy comes into play, put a Zombie token into play. Treat this token as a 2/2 black creature. During your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you. Checks for the presence of any Zombies, not just the one created by Sarcomancy. Spinal Graft 1B Enchant Creature Enchanted creature gets +3/+3. If enchanted creature is the target of a spell or ability, destroy it and it cannot be regenerated this turn. The enchanted creature works just like a Skulking Ghost/Tar Pit Warrior. Blue: Duplicity 3UU Enchantment When Duplicity comes into play, put the top five cards of your library face down on Duplicity. During your upkeep, you may exchange all the cards in your hand for the cards on Duplicity. If you lose control of Duplicity, put all cards on it into their owner's graveyard. At the end of your turn, choose and discard a card. The card discarded for Duplicity is done at end of turn, which takes place after your normal "discard down to seven" at the end of your discard phase. Ertai's Meddling XU Interrupt When target spell becomes successfully cast, put X delay counters on it. X cannot be 0. During each upkeep of that spell's caster, remove a delay counter from that spell. If that spell has no delay counters on it, it resolves. Note that even if the Meddling has already resolved, the spell doesn't go into "permanent limbo" until it is successfully cast. It is possible to target it with further interrupts to counter it or change it before it sits around for several turns. When the last delay counter goes away, the spell resolves at triggered ability speed. This may cause something weird, like a sorcery or permanent, to go off during your upkeep. The targets and other casting decisions of the delayed spell do not change, and it is possible the spell will partially or entirely fizzle when it finally does go off if some or all of the targeting or casting decisions are no longer valid. Escaped Shapeshifter 3UU Summon Shapeshifter 3/4 As long as any opponent controls any creatures with flying, Escaped Shapeshifter gains flying. The same is true for first strike, trample, and protection from any color. This card is somewhat badly worded. What it means is, "As long as an opponent has one or more creatures with flying, first strike, trample, or protection from a color, then Escaped Shapeshifter also has that ability." Giant Crab 4U Summon Crab 3/3 U: Giant Crab cannot be the target of spells or abilities until end of turn. Works similarly to Mystic Veil-- if used in response to a spell or ability, it can cause that spell or ability to fizzle. Interdict 1U Interrupt Counter target artifact, creature, enchantment, or land ability requiring an activation cost. Abilities requiring activiation costs of that permanent cannot be played again this turn. Draw a card. Cannot counter a mana source ability, as mana sources cannot be interrupted. Note that due to the ruling on what precisely constitutes an "ability requiring an activation cost," this cannot be used on the abilities of cards not currently in play (e.g., Ashen Ghoul) Legacy's Allure UU Enchantment During your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Permanently gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure. Adding a counter is optional. The ability means, "Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure." Legerdemain 2UU Sorcery Permanently exchange control of target creature or artifact you control for control of target permanent of the same type an opponent controls. Like Political Trickery and similar, if one of the targets is gone on resolution, no exchange takes place. Mana Severance 1U Sorcery Search your library for any number of land cards and remove them from the game. Shuffle your library afterwards. Any number of land cards of any type. They don't all have to be the same land. Meditate 2U Instant Skip your next turn: Draw four cards. If you cast more than one of these during a turn, you skip a turn for each. Power Sink XU Interrupt Counter target spell unless that spell's caster pays an additional X. If he or she does not, tap all mana producing lands that player controls and remove all mana from his or her mana pool. Note that Power Sink no longer forces the player to tap the lands for mana in an attempt to pay Power Sink. Instead, it merely taps them. This means that, unless the player _wants_ to tap untapped mana producing lands for mana, Mana Flare, Wild Growth, Manabarbs, and similar will not trigger. Precognition 4U Enchantment During your upkeep, you may look at the top card of target opponent's library. You may put that card on the bottom of his or her library. The ability is optional (and so is putting the card on the bottom, for that matter). Rootwater Matriarch 2UU Summon Merfolk 2/3 T: Gain control of target creature as long as it has any enchantments on it. Phasing out the creature or the Matriarch will also end the ability and return the creature to its previous controller. Rootwater Shaman 2U Summon Merfolk 2/2 You may play creature enchantments whenever you could play instants. This works just like Winding Canyons, Benalish Knight, and King Cheetah, except for enchantments. Mirage and Visions enchantments that can be played as instant will still destroy themselves if they are played at anytime other than the beginning of a batch during your own main phase. Note that this only allows you to play spells of the type, "Enchant Creature." You cannot play other sorts of local enchantments ("Enchant Land," "Enchant Artifact," "Enchant Enchantment," or "Enchant Permanent"), even if you're playing them on a creature. Skyshroud Condor 1U Summon Bird 2/2 Flying You cannot play Skyshroud Condor unless you have successfully cast another spell this turn. It means you cannot cast it unless you've cast a spell that wasn't countered this turn. The ability won't prevent the Condor from coming into play by other means (from the graveyard, phasing in, etc.). Steal Enchantment UU Enchant Enchantment Gain control of enchanted enchantment. Not that, like Steal Artifact, sometimes stealing an enchantment doesn't do anything interesting. Unholy Strength would still grant its bonus to the enchanted creature, regardless of who controls it, etc. Stinging Licid See Leeching Licid Thalakos Dreamsowever 2U Summon Wizard 1/1 Shadow You may choose not to untap Thalakos Dreamsower during your untap phase. If Thalakos Dreamsower damages any player, tap target creature. That creature does not untap during its controller's untap phase as long as Thalakos Dreamsower remains tapped. The ability is not optional-- it must target a creature in play, even if that means the Dreamsower itself. As usual, phasing out the Dreamsower or the "locked down" creature ends the effect, and the creature begins untapped normally. Unstable Shapeshifter 3U Summon Shapeshifter 0/1 Whenever any creature comes into play, Unstable Shapeshifter permanently becomes a copy of that creature and retains this ability. Triggers on any creature coming into play from anywhere, not just casting. Note that due to a variety of rulings, it will not trigger on a land coming into play with Living Plane or similar in play, nor will it trigger a land or artifact (such as Mishra's Factory) suddenly becomes a creature. Like Clone, the Shapeshifter becomes an identical copy in all ways, including color. Note that if it copies a creature that gets counters (like Triskelion), the Shapeshifter does not get such counters (ditto for any other "Comes into play with" or "When it comes into play" abilities). If several creatures enter play at the same time, the Shapeshifter triggers for each of them, and then, when the abilities resolve in series, the Shapeshifter will briefly change forms to each of those creatures, and, finally, will keep copying the last one in the series to resolve. Treat the "Unstable Shapeshifter" in the text box as "this card," since if the Shapeshifter is copying something, it won't necessarily be named "Unstable Shapeshifter" any longer. Green: Aluren 2GG Enchantment Any player may play a creature card with total casting cost 3 or less whenever he or she could play an instant and without paying its casting cost. While it may appear otherwise, you are actually still casting the spells. You're just not paying for them. Dirtcowl Wurm 4G Summon Wurm 3/4 Whenever any opponent puts a land into play, put a +1/+1 counter on Dirtcowl Wurm. This triggers only one a player playing a land in the normal "main phase lay a land from your hand" action. Will not trigger due to use of Thawing Glaciers, a Mirage fetch land, Nature's Lore, or similar, but it will trigger on additional lands played under Fastbond, Storm Cauldron, and the like. Eladamri, Lord of Leaves GG Summon Legend 2/2 All Elves gain forestwalk. Elves cannot be the target of spells or abilities. For some odd reason, Eladamri is not an Elf, and will not give the abilities to himself. Eladamri's Vineyard G Enchantment At the beginning of each player's main phase, add GG to that player's mana pool. The ability is _not_ optional, and you get the mana whether you want it or not. Elven Warhounds 3G Summon Hounds 2/2 If Elven Warhounds is blocked by any creature, put that creature on top of its owner's library. The ability triggers as soon as the block is declared, and the creature is put on top of the library long before damage dealing. Heartwood Dryad 1G Summon Dryad 2/1 Heartwood Dryad can block creatures with shadow. While it can block shadow creatures, it doesn't actually have shadow, and therefore can block nonshadow creatures as well. Kraklin XGG Summon Beast 0/0 Kraklin comes into play with X +1/+1 counters on it. If Kraklin comes into play somehow other than it being cast, keep in mind that X is 0. Mirri's Guile G Enchantment During your upkeep, you may look at the top three cards of your library and put them back in any order. The ability is optional. Mongrel Pack 3G Summon Hounds 4/1 If Mongrel Pack is put into any graveyard from play during combat, put four Hound tokens into play. Treat these tokens as 1/1 green creatures. The Pack doesn't actually have to be attacking or blocking during combat for the ability to work. If it somehow dies while combat is going on, you still get the tokens. Note that, as usual, whoever controlled the Pack when it died gets the tokens. Nuturing Licid See Leeching Licid Reap 1G Instant Return any number of target cards from your graveyard to your hand. You cannot choose more cards than the number of black permanents target opponent controls. Counts the number of black permanents on announcement, and thus governs the number of targets you may choose. Respite 1G Instant Creatures deal no combat damage this turn. Gain 1 life for each attacking creature. Like Fog, it can be cast even if combat is not in progress. However, you only gain life if there are any attacking creatures when it resolves. Root Maze G Enchantment All artifacts and lands come into play tapped. Works just like Kismet. Scragnoth 4G Summon Beast 3/4 Protection from blue While it is being cast, Scragnoth cannot be countered. Doesn't say, as some early spoilers suggested, that it cannot be targeted with interrupts while being cast, but merely that it cannot be countered. It's possible to successfully 'Lace, Sleight, or Hack it as an interrupt, and it is even possible to target it with countermagic (although the counterspell will fail to do anything). Note that, similar to attempting to Stone Rain a Consecrated Land, these countermagic interrupts actually resolve successfully, they just don't do anything noteworthy (but all other effects of the card would still happen. You still get a card for Dismiss). Verdant Force 5GGG Summon Elemental 7/7 During each player's upkeep, put a Saproling token into play. Treat this token as a 1/1 green creature. During each upkeep (even your opponents'), _you_ get a Saproling. This card may, quite possibly, be miswritten. Red: Aftershock 2RR Sorcery Destroy target land, creature, or artifact. Aftershock deals 3 damage to you. As always, if the target is illegal or not there on resolution, you won't take the damage. Apocalypse 2RRR Sorcery Remove all permanents from the game. Discard your hand. Discarding your hand is part of the effect, so if Apocalypse is countered, you get to keep your hand. Boil 3R Instant Destroy all islands. That's not a typo. Boil is indeed an instant. Chaotic Goo 2RR Summon Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. During your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. Otherwise, remove a +1/+1 counter from Chaotic Goo. The coin flip is optional. Note that all +1/+1 counters are now intechangeable, so if the Goo has counters from other sources (such as Spike Drone or Bounty of the Hunt), these may be removed. Deadshot 3R Sorcery Tap target creature. That creature deals damage equal to its power to another target creature. The tapped creature's power is checked on resolution, not on announcement. Yes, you can choose an opponent's creature as the creature to be tapped. The tapping creature and the creature getting damaged cannot be the same creature. Enraging Licid See Leeching Licid. Flowstone Salamander 2RR Summon Salamander 3/4 R: Flowstone Salamander deals 1 damage to target creature blocking it. This ability may be used multiple times. Furnace of Rath 1RRR Enchantment Double all damage assigned to any creature or player. Doubles the damage before damage prevention. Hand to Hand 2R Enchantment Instants and abilities requiring an activation cost cannot be played during combat. It means instant spells. Nonactivated abilities that are played as instants (for example, Ifh-Biff Efreet), can still be used during combat. Note that also prevents the use of any normal damage prevention/redirection spells, as well as regeneration. Will not prevent the use of mana sources during combat, so you could stay pay for things such as Propaganda or Brainwash. Jackal Pup R Summon Hound 2/1 For each 1 damage dealt to it, Jackal Pup deals 1 damage to you. Like Spirit Link, you can take more damage than the toughness of the Pup. Kindle 1R Instant Kindle deals damage equal to 2 plus the number of Kindle cards in all graveyards to target creature or player. It counts the number of Kindle cards in graveyards on resolution. Obviously, the currently cast Kindle will be in limbo, it will not count itself. Magmasaur 3RR Summon Elemental 0/0 Magmasaur comes into play with five +1/+1 counters on it. During your upkeep, remove a +1/+1 counter from Magmasaur or sacrifice Magmasaur and it deals damage equal to the number of +1/+1 counters on it to each player and each creature without flying. You can sacrifice the Magamsaur on the first upkeep after you play it, and do a full 5 damage to everything. If Magamsaur gets +1/+1 counters from somewhere else (Spike Drone, Bounty of the Hunt, etc.), these count when determining how much damage it deals. The second ability is a standard phase cost. No Quarter 3R Enchantment Whenever any creature blocks or is blocked by a creature with lesser power, destroy the creature with lesser power. Does nothing (doesn't even trigger) if two creatures with equal power "get together" in combat. While it may seem otherwise, it does _not_ trigger twice whenever a creature with lesser power blocks or is blocked, as the trigger is in reference to the creature with the greater power. It only triggers once. Renegade Warlord 4R Summon Soldier 3/3 First strike If Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn. Note the "each other." Will not give the bonus to itself. Shocker 1R Summon Insect 1/1 If Shocker damages any player, that player discards his or her hand, and then draws a new hand of as many cards as he or she had before. Once again, it means any damage, not just combat damage. More fun with Fire Whip :) Note the "then," so usage of mana sources is possible inbetween drawing and discarding, and Maro will die. Starke of Rath 1RR Summon Legend 2/2 T: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath permanently. Once again, "permanently" means "as long as nothing else happens to cause it to change controllers." If the opponent who gets Starke uses his ability, Starke switches controllers again. Tahngarth's Rage R Enchant Creature Enchanted creature gets +3/+0 as long as it is attacking. Otherwise, it gets -2/-1. The creature always has -2/-1 unless its attacking. Wall of Diffusion 1R Summon Wall 0/5 Wall of Diffusion can block creatures with shadow. See Heartwood Dryad Wild Wurm 2RR Summon Wurm 5/4 When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm to owner's hand. If some triggered ability kills the Wurm before the coin flip takes place, the Wurm will not return to its owner's hand, it stays in the graveyard. Note that this is difficult to do, but it is possible with two AEther Flashes or something similar. White: Angelic Protector 3W Summon Angel 2/2 Flying If Angelic Protector is the target of a spell or ability, it gets +0/+3 until end of turn. Gets the bonus as a triggered ability immediately following the announcement of the spell or ability (similar to Skulking Ghost). There is no way to kill this thing with a Lightning Bolt. Avenging Angel 3WW Summon Angel 3/3 Flying If Avenging Angel is put into any graveyard from play, you may put it on top of its owner's library. The ability is optional, but it is controlled by whomever controlled the Angel when it died. So if your opponent's Angel dies while it is under your control, you can put it on top of his or her library. Cloudchaser Eagle 3W Summon Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Just like Nekrataal and its other Visions friends, the ability is not optional. If there is an enchantment in play, you must destroy it. Elite Javelineer 2W Summon Soldier 2/2 If Elite Javelineer blocks, it deals 1 damage to target attacking creature. The damage is dealt as soon as the Javelineer blocks. Field of Souls 2WW Enchantment Whenever a nontoken creature is put into your graveyard from play, put an Essence token into play. Treat this token as a 1/1 white creatures with flying. Triggers on any creatures going into your graveyard, even ones someone else controls. Flickering Ward 1W Enchant Creature When you play Flickering Ward, choose a color. Enchanted creature gains protection from the chosen color. W: Return Flickering Ward to owner's hand. Assuming the Neutral Ground spoiler is correct (over two boxes of cards and I don't have one), if you choose "white," the Ward will destroy itself. Humilty 2WW Enchantment All creatures lose all abilities and are 1/1. Only affects cards that are in play (and therefore, due to a variety of rulings, won't shut down things that trigger when a creature comes into play.). The creature's power and toughness becomes 1/1. "All abilities" literally means everything-- all text on the card is blank, and it also loses all abilities granted by another continuous ability (e.g., Flight), or text "added" to the card by another card (Zombies with Zombie Master, Slivers, etc.), although it is possible to use a later continuous ability (such as playing a new Flight later) to give a creature one or more abilities. Will not, however, stop coming into play triggered abilities. Marble Titan 3W Summon Giant 3/3 Creatures with power 3 or greater do not untap during your untap phase. Yes, it affects itself. Oracle en-Vec 1W Summon Wizard 1/1 T: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and no other creatures can attack. At the end of that turn, destroy each of those creatures that did not attack. Play this ability only during your turn. No creatures is a valid choice, but, then, note that the opponent wouldn't be able to attack with any creatures. Quickening Licid See Leeching Licid Repentance 2W Sorcery Target creature deals damage equal to its power to itself. The creature's power is checked on resolution and not on announcement. Multicolor: Dracoplasm RU Summon Shapeshifter */* Flying When you play Dracoplasm, sacrifice any number of creatures. Dracoplasm comes into play with power equal to the total power of the sacrificed creatures, and toughness equal to the total toughness of the sacrificed creatures. R: Dracoplasm gets +1/+0 until end of turn. It's worded a bit confusingly. Add up the power of the creatures you sacrifice to get Dracoplasm's power. Then add up the toughnesses of all those creatures to get Dracoplasm's toughness. Also, the creatures are sacrificed on announcement, similar to a cost. If Dracoplasm is countered, you don't get them back. Lobotomy 2UB Sorcery Look at target player's hand and choose any card except a basic land. Search that player's hand, library, and graveyard for all copies of that card and remove them from the game. That player shuffles his or her library afterwards. Searches for cards by name. The card you choose is removed from the game as well. Soltari Guerillas 2WR Summon Soldiers 3/2 Shadow If Soltari Guerillas assigns combat damage to any opponent, you may redirect that damage to target creature. The ability is optional. Automatic damage redirection, but it triggers at the same time that Justice does. The redirected damage may then be prevented or further redirected normally. Vhati il-Dal 2GB Summon Legend 3/3 T: Target creature's power or toughness is 1 until end of turn. It's either power _or_ toughness, and not both. The power or toughness becomes 1, regardless of any other bonuses or penalties being applied to it. Further spells and abilities can change it. Land: Maze of Shadows Land T: Add one colorless mana to your mana pool. T: Untap target attacking creature with shadow. That creature neither deals nor receives combat damage this turn. Works just like Maze of Ith-- prevents damage, but the creature is still attacking. Reflecting Pool Land T: Add to your mana pool one mana of any type that any land you control can produce. Works just like Fellwar Stone (except for your lands)-- if no land you control can produce any mana, Reflecting Pool cannot produce mana. Stalking Stones Land T: Add one colorless mana to your mana pool. 6: Stalking Stones is a 3/3 artifact creature permanently. Even if the Stones is already a creature, you can replay the ability to reset its power and toughness to 3.