Subject: Tempest Notes V1.1 Date: Tue, 7 Oct 1997 18:06:23 +0100 (BST) From: Paul Barclay Version 1.1 This is an updated, condensed version of the Tempest rules notes. It supercesed any unnumbered Tempest rules notes. It is not a full spoiler list for Tempest. If anyone finds any errors in this list, please e-mail me at pb207@cam.ac.uk. Cards and general notes which have changed since the previous editions are listed at the top of the document, and at the top of the appropriate section. Card text is from the Duelist's official spoiler list. No guarantee is made for it's correctness (but there shouldn't be any errors in it). All accurate card text is copyright WotC. Paul. ________________________________________________________________________ Paul Barclay -- pb207@cam.ac.uk --- DCI level 3 Judge -- M:tG Rules Guru -- Student at Cambridge University Engineering Department --- JTQ fan -- 'Never attempt to reason with people who know they are right' - Leto II ------------------------------------------------------------------------ LIST OF CHANGES from V1.0: GENERAL: Buyback has additional notes BLACK: Cards with added notes: Diabolic Edict Cards added: None Cards with altered/removed notes: None BLUE: Cards with added notes: Ertai's Meddling (call for errata) Cards added: Power Sink Cards with removed/altered notes: None GREEN: Cards with added notes: Alluren Cards added: None Cards with removed/altered notes: Alluren (major change) RED: Cards with added notes: Furnace of Rath Cards added: None Cards with removed/altered notes: No Quarter (major alteration) WHITE: Cards with added notes: None Cards added: Flickering Ward Cards with altered/removed notes: Spirit Mirror (major changes) MULTICOLOUR: Cards with added notes: None Cards added: None Cards with altered/removed notes: None ARTIFACTS Cards with added notes: Grindstone Cold Storage Cards added: None Cards with altered/removed notes: Phyrexian Splicer LAND: Cards with added notes: None Cards added: None Cards with altered/removed notes: None TEMPEST NOTES V1.1 ------------------------------------------------------------------------ GENERAL NOTES: (Buyback has additional text) Burial: The term "bury" no longer exists. All cards which would have said "bury" now say "destroy . That cannot regenerate this turn". This is intended as a simplification. Pyramids can Guardian Beast can prevent this destruction, though. Buyback: The spell simply returns to your hand instead of going to the graveyard. It returns to your hand _after_ the spell has completely resolved. The cost is paid on announcement, and can be reduced by cards such as Helm of Awakening. If you Fork a Buyback spell, the Fork returns to your hand if and only if you paid the buyback cost for the original spell. you can only pay the Buyback cost for a spell once. If a Buyback spell fizzles, it will not come back to your hand, it will be put into the graveyard. Optional Triggered Abilities: A lot of Tempest cards have optional triggered abilities. These can be identified by the phrase "you may". You're not forced to play the ability when the condition happens. Licids: The target creature is chosen on announcement of the ability. Yes, you can move a Licid onto itself. Yes it will have an illegal target and get buried (sorry destroyed without the possibility of regeneration) if you do. All changes to the Licid are erased when it's moved onto it's new target, as per the "Moving Enchantments" rule. The rules on moving enchantments need to be revised to allow Licids to work within the rules (but that's irrelevant to most people). Drawing: A lot of Tempest cards have abilities that move cards from your library to your hand but are not considered to be draws. Remember that an ability causes a card draw only if it uses the word "draw". ------------------------------------------------------------------------ BLACK: Cards with added notes: Diabolic Edict Cards added: None Cards with altered/removed notes: None Bounty Hunter {2}{B}{B} Summon Minion 2/2 {T}: Put a bounty counter on target nonblack creature {T}: Destroy target creature with any bounty counters on it. The second ability requires there to be a Bounty counter on the creature on announcement - it's a targetting requirement. Carrionette {1}{B} Summon Skeleton 1/1 {2}{B}{B}: Remove CArrionette and target creature from the game. That creature's controller can pay {2} to counter this ability. USe this ability only if Carrionette is in your graveyard. A sort of anti-Nekrataal. The countering ability is performed just like a normal interrupt, and should be played as an Interrupt. Commander Greven Il-Vec {3}{B}{B}{B} Summon LEgend 7/5 When Commander Greven Il-Vec comes into play, sacrifice a creature. Greven cannot be blocked except by artifact creatures and black creatures. *** Errata Required. The word "Greven" in the second ability needs to be read as "Commander Greven Il-Vec" for the ability to function. It is intended to mean "this card", and should be interpreted in this way. Dauthi Ghoul {1}{B} Summon Zombie 1/1 Shadow () Whenever any creature with Shadow is put into any graveyard, put a +1/+1 counter on Dauthi Ghoul. It's called a Ghoul, it's Summon type is Zombie. One confused creature :-) Look at the rulings for Asmira, Holy Avenger for relevant rulings. Dauthi Mindripper {3}{B} Summon Minion 2/1 Shadow () Sacrifice Dauthi Mindripper: Defending player chooses and discards three cards. Use this ability only if DAuthi Mindripper is attacking and not blocked. Like most other "saboteur" abilities are now, this ability is an Instant played after "Declare Blockers". In a multiplayer, you can only use it's ability on the player that _it_ is attacking. (it's just like Mindstab Thrull) Death Pits of Rath {3}{B}{B} Enchantment Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated this turn. Anyone thought of using this with Festering Evil? :-) Only triggers on successfully dealt damage. If the damage is prevented, the creature doesn't die (same for dealin 0 damage). If a creature is lethally damaged, regenerating from the lethal damage (which happens before the Pit's triggered ability resolves) will not prevent the creature from being killed. Diabolic Edict {1}{B} Instant Target player sacrifices a creature. Can be played if the targetted player has no creatures. The creature to be sacrificed is chosen and sacrificed on resolution of the spell. You can play it on yourself, if you want to. The targetted player chooses which creature is sacrificed. This spell does not target the creature, and can force creatures with Protection From Black to be sacrificed. Dregs of Sorrow {X}{4}{B} Sorcery Destroy X target nonblack creatures. Draw X cards. The famous "X4B". You draw the X cards unless all of the targetted creatures are gone before the spell resolves, in which case the spell fizzles. Extinction {4}{B} Destroy all creatures of any creature type of your choice. The creature type is chosen on announcement. "Creature type" is the words after "summon" on all summon spells, plus any "counts as a..." text. Choosing creature type "Creature" will not kill Portal cards. Gravedigger {3}{B} Summon Zombie 2/2 When Gravedigger comes into play, you may return target creature card in your graveyard to your hand. If it dies between coming into play and it's triggered effect resolving, it can bring itself back to your hand if you want. You are not forced to use it's ability. Bringing a creature card back from the graveyard is optional. Kezzerdrix {2}{B}{B} Summon Beast 4/4 During your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. In a multiplayer, it only deals damage if none of your opponents control creatures. Whether your opponents control creatures is determined when the Upkeep Ability resolves. Living Death {3}{B}{B} Sorcery Set aside all creature cards in all graveyards. Then, put each creature that is in play into it's owner's graveyard. Then, put all creatures set aside in this way into play under it's owner's control. Note that the creatures are not destroyed or buried or sacrificed. They're just moved (they will still trigger Soul Net, but the movement cannot be prevented by anything). The "in this way" in the last sentence refers to the first sentence (obviously). Maddening Imp {2}{B} 1/1 Flying {T}: All non-wall creatures target opponent controls attack this turn if able. At end of turn, destroy each of those creatures that did not attack. Use this ability only during opponent's turn and only before combat. This _will_ kill creatures with summoning sickness. IT will not kill any creature which came into play after it's ability has finished resolving. In a multiplayer, you can only play it's ability during the turn of the player that you are targetting. See rulings on Relentless Assault for a more detailed description of "Before combat". Minion of the Wastes {3}{B}{B}{B} Summon Minion */* When you play minion of the Wastes, pay any amount of life. Minion of the Wastes has power and toughness equal to that amount. If you re-animate it using Necromancy or similar, this is not considered to be playing the Minion. "Play" means to either put a card directly into play from your hand, or to cast a spell. When Minion of the Wastes is cast, the life is paid on anouncement, as a cost. If you play it using Eureka, it's paid at the same time as it's played. You can't pay more life than you have. Servant of Volrath {2}{B} Summon Minion If Servant of Volrath leaves play, sacrifice a creature. This works identically to Funeral March. If you don't have a creature to sacrifice, simply ignore the ability. "Leaves play" includes Phasing out. Spinal Graft {1}{B} Enchant Creature Enchanted creature gets +3/+3. If enchanted creature is the target of a spell or ability, destroy that creature. The creature cannot be regenerated this turn. Cool. A Skulky-maker. The first ability is a normal Continuous Ability. The second ability is a normal Triggered Ability. "The creature" refers to the creature that is being destroyed by the Triggered Ability. ------------------------------------------------------------------------- BLUE: Cards with added notes: Ertai's Meddling (call for errata) Cards added: Power Sink Cards with altered/removed notes: None Duplicity {3}{U}{U} 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. At the end of your turn, choose and discard a card. If you lose control of Duplicity, put all cards on it into owner's graveyard. In the third ability, the card is discarded after you discard down to 7 in your Discard phase. It is considered a forced discard. In the last ability, "owner's" refers to the cards on Duplicity, not Duplicity itself (although this isn't evident from the text). If you use Steal Enchantment on Duplicity, you can end up playing with your opponent's cards in your hand. If you discard a card owned by your opponent, it goes to _his_ graveyard, not yours. You can use Library of Leng to put the card on top of his library if you choose. (this ruling is tentative - it's a new case that hasn't happened before). Ertai's Meddling {X}{U} Interrupt When target spell is sucessfully cast, put X delay counters on it. X cannot be 0. During each upkeep of the spell's caster, remove a delay counter form the spell. If the spell has no delay counters on it, it resolves. *** Errata required. Ertai's meddling does not prevent the spell resolving normally. The last sentence needs to be removed, and the sentence "That spell will not resolve if it has any delay counters on it". needs to be added to the first set of text. This spell is cast in exactly the same way as a normal Interrupt. The counters are put on the spell when the Interrupt window closes. The spell resolves during the resolution of the Phase Ability when the last counter is removed. You can still respond normally to a Meddled spell, and the response will happen at the normal time. If you meddle an Interrupt, it will fizzle when it resolves. It can be used to play Sorceries in response to Instants during your upkeep (there have to be some good combos here). If you Fork a Meddled spell, the Fork resolves normally as the countes are not placed until the spell becomes sucessfully cast. Escaped Shapeshifter {3}{U}{U} Summon Shapeshifter 3/4 As long as your opponent controls any creatures with flying, Escaped Shapeshifter gains flying. The same is true for first strike, trample and protection from any colour. This is an internal ability - it will always be superceded by Earthbind. However, it calculates whether it has the ability on the final results of the other creature's CE calculations. Interesting note: if both players have Shapeshifters on their sides, and one player plays a card with one of the 4 abilityies listed, both Shapeshifters will gain the ability, and keep it even when the card leaves play (it's a CE loop, and they're giving each other the ability). Of course, this could change if a different rule for interpreting CEs is found. Interdict {1}{U} Interrupt Counter target artifact, creature, enchantment, or land ability requiring an activation cost. Abilities of that permanent cannot be played again this turn. Draw a card. As usual, if the ability requires a sacrifice, the sacrifice happens even if the ability is countered. Read the card as "Counter target ability requiring an activation cost", not "Counter target artifact, creature, enchantment, or ", This card cannot counter the abilities of anything that is not in play, such as Ashen Ghoul's ability. Intuition {2}{U} Instant Search your library for any three cards and reveal them to target opponent. He or she chooses one. Put that card into your hand, and the rest into your graveyard. Shuffle your library afterwards. Works mighty well with Gaea's Blessings . And Buried Alive decks. It's a _good_ card. Broken? Probably - "Ah, there are my Hammers"!. You don't have to choose three identical cards - any three will do. You don't have to name the cards that you are going for on announcement. Did I mention that it was a good card? Legacy's Allure {U}{U} 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. If the power of the creature increases past the number of Treasure counters on Legacy's Allure when the ability is announced, the ability will fizzle. You don't have to put a treasure counter on LEgacy's Allure if you don't want to. Legerdemain {2}{U}{U} Sorcery Permanently exchange control of target artifact or creature for control of target permanent of the same type. The rulings on Juxtapose do _not_ apply to this card - it's targetted. If both targets are not in play on resolution, the exchange of control will fail. You choose both targets. Meditate {2}{U} Instant Skip your next turn: Draw four cards. The turn is skipped regardless of whether the spell is countered or not. It's basically a slowed-down Ancestral Recall. Mnemonic Sliver {2}{U} Summon Sliver Each Sliver gains "{2}, Sacrifice this creature: Draw a card". As with the other Slivers, as soon as the Sliver leaves play, it's ability stops applying to all the other Slivers. Power Sink {X}{U} Interrupt Counter target spell unless it'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. *** This is a functional change to the previous versions of Power Sink. If you don't, or can't pay the X mana, the tapping of the lands will not activate Manabarbs. Also, counters will not be removed from cards such as Gemstone Mine, and you are not forced to sacrifice the sacrifice lands unless you want to. Precognition {4}{U} Enchantment During your upkeep, you may look at the top card of target opponent's library. You may then put that card on the bottom of his or her library. Looking at the card is optional, as is putting the card on the bottom of the library. Precognition is a targetted spell. You can't change the target whilst it's in play. Rootwater Shaman {2}{U} Summon Merfolk 2/2 You may play creature enchantments whenever you could play an Instant. This works identically to Winding Canyons and the Instchantments. If you paly an Instchantment using this ability, it will still be buried at the end of the turn (both the Instchantment's ability and the Shaman's ability give the same permission). Skyshroud Condor {1}{U} Summon Bird 2/2 You cannot play Skyshroud Condor unless you have successfully cast another spell this turn. This includes playing it through Eureka. It does not prevent you using Necromancy to bring it out. Thalakos Dreamweaver {2}{U} Summon Wizard 1/1 Shadow () You may choose not to untap Thalakos Dreamweaver during your Untap phase. If Thalakos Dreamweaver damages any opponent, tap target creature. As long as Thalakos Dreamweaver remains tapped, that creature does not untap during it's controller's untap phase. If your opponent has no creatures in play, you must choose one of your creatures. If there are no other creatures in play, you must choose Thalakos. If you do, he will not untap until untapped by an outside source. Unstable Shapeshifter {3}{U} Summon Shapeshifter 0/1 Whenever any creature comes into play, Unstable Shapeshifter permanently becomes a copy of that creature and retains this ability. "Ooh. I'm You!" "Ooh, I'm You!" "Ooh, I'm You!" :-) If more than one creature comes into play at once, resolve the triggered effects in an order of your choice. The shifter will keep the the characteristics of the last one. It will not trigger on itself coming into play. ------------------------------------------------------------------------ GREEN: Cards with added notes: Alluren Cards added: None Cards with removed/altered notes: Alluren (major change) Aluren {2}{G}{G} 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 it's casting cost. These creatures are cast. They can be interrupted and responded to as normal. You don't have to use this ability. If you do decide to use it, you _cannot_ pay the casting cost. The choice is either cast normally, or play as an Instant and don't pay any cost. If a creature has "X" in it's casting cost, you can choose the value of X, but the total casting cost must still be 3 or less. Apes Of Rath {2}{G}{G} Summon Apes 5/4 If Apes of Rath attacks, it does not untap during your next untap phase. A _really_ bad literary pun. No rules problems with this card, though. Dirtcowl Wurn {4}{G} Summon Wurm 3/4 Whenever any opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Putting a land into play using the ability of a Rocky Tar Pit/Thawing Glaciers is _not_ considered playing a land. Putting one into play with Eureka _is_. Erthcraft {1}{G} Enchantment Tap an untapped creature you control: Untap target land. This ability is played as an Instant, not as a Mana Source. Eladamri, Lord of the Elves {G}{G} Summon Legend 2/2 All Elves gain Forestwalk Elves cannot be the target of Spells or abilities Eladamri is _not_ an Elf - his abilities do not affect himself. Elven Warhounds {3}{G} Summon Hounds 2/2 If Elven Warhounds is blocked by any creature, put that creature on top of owner's library. "Don't block me" doggies. This is a _good_ card. This is done as a triggered ability on blocking - it's done way before damage dealing. It's ability is not targetted - it will return a Jolrael's Centaur. Krakilin {X}{G}{G} Summon Beast 0/0 Krakilin comes into play with X +1/+1 counters on it. {1}{G}: Regenerate Krakilin. If you put it into play by any means other than casting it, it will get no counters. Mongrel pack {3}{G} 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 creatures. Anytime the Mongrel Pack is put into the graveyard from play during any attack phase, it's ability will work. Nature's Revolt {3}{G}{G} Enchantment All Lands in play are 2/2 creatures. (these creatures still count as lands) This works identically to Living Plane - see D'Angelo's for rulings. Reap {1}{G} 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. The number of black permanents in play is only relevant on announcement. If the number of black permanents in play changes between announcement and resolution, it does not affect the spell at all. Tokens count as permanents. Recycle {4}{G}{G} Enchantment Skip your draw phase. Whenever you play a card, draw a card. During your discard phase, choose and discard all but two cards. Drawing a card is required whenever you play a card. You draw the card before the Interrupt window of a spell, if you cast a spell. Works quite well with Aluren (see above). Recycle does not trigger on itself being played - it's not in play then. Root Maze {G} Enchantment All artifacts and lands come into play tapped. This doesn't affect artifacts and lands that Phase in, but it does affect all other modes of coming into play. Scragnoth {4}{G} Summon Beast 3/4 Protection from Blue. While Scragnoth is being cast, it cannot be countered. The second ability doesn't prevent you targetting it with interrupts. It also doesn't make Interrupts that target it fizzle. If you cast Dismiss on a Scragnoth, the Scragnoth will not be countered, but you do draw the card. You can Sleight of Mind it whist it's being cast without any problem. Skyshroud Ranger {G} Summon Elf 1/1 {T}: Choose a land card in your hand and put it into play. Play this abiltiy as a Sorcery. The land card is chosen on resolution of the ability. Using this ability is not considered to be playing a land. Works well with Thawing Glaciers. Spike Drone {G} Summon Spike 0/0 Spike Dron comes into play with a +1/+1 counter on it. {2}, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature. If you manage to get more than one +1/+1 counter on Spike Drone, you can remove those counters as well. Verdant Force {5}{G}{G}{G} Summon Elemental 7/7 During each player's upkeep, put a Saproling token into play. Treat this token as a 1/1 green creature. You control all these tokens. These saprolings interact with the Thallids from Fallen Empires fully. ------------------------------------------------------------------------ RED: Cards with added notes: Furnace of Rath Cards added: None Cards with removed/altered notes: No Quarter (major alteration) Apocalypse {2}{R}{R}{R} Sorcery Remove all permanents from the game. Discard your hand. You hand is discarded on resolution of the spell, not as a cost. You can cast the spells in it in response. Your hand goes to the graveyard. It is not removed from the game. Deadshot {3}{R} Sorcery Tap target creature. That creature deals damage equal to it's power to another target creature. This spell may be cast with one of your opponent's creatures as the first target if you choose. You choose both targets of the spell. The two targets must be different creatures. Furnace of Rath {1}{R}{R}{R} Enchantment Double all damage assigned to creatures and players. Doubles damage first of all, before any damamge prevention. Does not double redirected damage, only newly-assigned damage. This card is cumulative. If there is more than one Furnace of Rath in play, each Furnace's ability is resolved in series. So, the total damage will be doubled by each Furnace - 2x for one Furnace, 4x for two Furnace etc. This card is _sick_ (think 8-point Fireblasts) Hand to Hand {2}{R} Enchantment Instants and abilities requiring an activation cost cannot be played during combat. "During combat" is defined as anytime during the attack phase. This effectively shuts down Jade Statue. This includes the use of Circles of Protection (subject to the October 1 rulings) Jackal Pup {R} Summon Hound 2/1 For each 1 damage dealt to Jackal Pup, it deals 1 damage to you. The pup deals damage over and above it's own toughness. It's abiltiy counts only successfully dealt damage. Kindle {1}{R} Instant Kindle deals to target creature or player an amount of damage equal to 2 plus the number of Kindle cards in all graveyards. Kindle doesn't count itself - it doesn't go to the graveyard until after it deals it's damage. The amount of damage is calculated on resolution, not on announcement. Magmasaur {3}{R}{R} Summon Elemental 0/0 Manmasaur 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 1 damage for each +1/+1 counter on it to each creature with flying and each player. The second ability is an Upkeep Cost. If you can get other +1/+1 counter onto it, they will also count towards the nubmer of damage (and can be removed as the upkeep cost). No Quarter {3}{R} Enchantment Whenever a creature blocks or is blocked by a creature with lesser power, destroy the creature with the lesser power. This ability triggers on the declaration of blockers. If the powers of two creatures are equal, nothing happens. Shocker {1}{R} Summon Insect 1/1 If Shocker damages any player, that player discards his or her hand, then draws a new hand of as many cards as he or she had before. This _will_ kill a Maro (there's a Mana Source gap). This ability will work with Fire Whip. Starke of Rath {1}{R}{R} Summon Legend 2/2 {T}: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath permanently. The controller of the permanent is not checked until the ability resolves. Yes, he can kill himself. In that case, you don't put him back into play. Wild Wurm {3}{R} 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. This doesn't include Phasing in, but does include all other methods of coming into play. ------------------------------------------------------------------------- WHITE: Cards with added notes: None Cards added: Flickering Ward Cards with altered/removed notes: Spirit Mirror (major changes) Avenging Angel {3}{W}{W} Summon Angel 3/3 If Avenging Angel is put into any graveyard from play, you may put Avenging Angel on top of owner's library. This ability is optional - the controller of Avenging Angel when it went to the graveyard decided whether to use it or not. Elite Javelineer {2}{W} Summon Soldier 2/2 If Elite Javelineer blocks, it deals 1 damage to target attacking creature This is played just like Flanking, except it's controlled by the non-active player. Field of Souls {2}{W}{W} 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 creature with Flying. You control the creatures. This will trigger on creatures that you own, but your opponent controlled when they died. Flickering Ward {W} Enchant Creature When you play Flickering Ward, choose a colour. Enchanted creature gains protection from the chosen colour. {W}: Return Flickering Ward to owner's hand. If you choose "white" as the colour, the Ward will bury itself, as it doesn't say that it won't, like the normal Wards do. Yes, I know the card says "color", not "colour", but I'm still not going to use that spelling. Humility {2}{W}{W} Enchantment Each creature loses all abilities and is a 1/1 creature. This will not affect coming into play abilities - Nekrataal still functions normally under Humility, as Humility only affects cards which are in play. Humility only affects creatures that are in play, not those in graveyards or anywhere else. Kobolds are colourless under Humility. The "counts as" text on all creatures is lost (artifacts which count as walls can now attack, although "Summon Wall"s still can't). "Leaving play" triggered abilities will not function. Creatures can be given abilities whilst Humility is in play, as per normal continuous effect rules. Humility proably needs some official clarification. Marble Titan {3}{W} Summon Giant 3/3 Creatures with power 3 or greater do not untap during their controller's Untap phases. It will affect itself. Oracle en-Vec {1}{W} 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. Use this abiity only during your turn. The creatures are chosen on announcement, and are chosen by your opponent. Phased out creatures can't be chosen, neither can creature cards in the graveyard. This card works really well with an Icy Manipulator. Sacred Guide {W} Summon Cleric 1/1 {1}{W}, Sacrifice Sacred Guide: Reveal cards from your library until you reveal a White card. Put that card into your hand. Remove all other revealed cards from the game. The cards are revealed one at a time. The cards are shown to all players. The cards are reveaaled from the top of your library - you don't reveal random cards. Only cards revealed by this ability are removed from the game. This card isn't very well written. The text should read: {1}{W}, Sacrifice Sacred Guide: Reveal cards one at a time from the top of your library to all players until you reveal a White card. Put that card into your hand. Remove all other cards revealed by this ability from the game. Spirit Mirror {2}{W}{W} Enchantment During your upkeep, if there are no Reflection tokens in play, put a Reflection token into play. Treat this token as a 2/2 White creature. {0}: Destroy target Reflection. The first ability is a Phase Ability, so it can only be used once each turn. No infinite life-gaining combos here. You cannot play the ability whilst there is a Reflection token in play, but you can respond to one Spirit Mirror's Phase Ability with another one's ability. If you do, you will recieve multiple Reflection tokens. Whether there is a Reflection token in play or not is only checked on announcement of the ability (just like Land Tax). The second ability can destroy Reflection tokens, or any creature called "Reflection", or any creature that "Counts as a Reflection" or is a "Summon Reflection". ------------------------------------------------------------------------ MULTICOLOURED CARDS: Cards with added notes: None Cards added: None Cards with altered/removed notes: None Dracoplasm {U}{R} Summon Shapeshifter */* Flying When you play Dracoplasm, sacrifice any number of creatures. Dracoplasm comes into play with power equal to the total power of sacrificed creatures and toughness equal to the total toughness of those creatures. {R}: Dracoplasm gets +1/+0 until the end of the turn. A D.I.Y. Dragon. The sacrifice of creatures is done on announcement of the spell (when cast) or when Dracoplasm leaves your hand (when played by another means). Using Necromancy to put a Dracoplasm into play is not considered to be playing Dracoplasm, so no creatures may be sacrificed. Using Eureka is. Lobotomy {2}{U}{B} Sorcery Look at target player's hand and choose any of those cards other than a basic land. Search that player's graveyard, hand and library for all copies of the chosen cardand remove them from the game. That player shuffles his or her library afterwards. The card is chosen on resolution, after looking at the player's hand. Whether a card is a cpoy of the chosen card or not is determined by the name of the card, not any abilities that the card might have (Prodigal Sorcerer and Zuran Spellcaster are different cards. Try to keep the hand, library and graveyard separate when playing Lobotomy. Shuffling them together is not recommended. If the target player has only Basic land cards in his/her hand, you cannot choose a card, so no cards will be removed from the game. You still get to look through and shuffle the player's library. Yes, you can use it on yourself. If you do so, a third-party adjudicator is needed to determine that you have no copies of the chosen card in your hand or library - your opponent wouldn't get to look at your library in this case. Segmented Wurm {3}{R}{G} Summon Wurm 5/5 Whenever Segmented Wurm is the target of a spell or ability, put a -1/-1 counter on it. *** This card requires errata to make it function correctly. As written, the Wurm will die immediately when someone targets it with a spell, as it's _continuously_ targetted by the spell. I suggest that it should be read "Whenever Segmented Wurm becomes the target of a spell or ability...". In this case, it gets only one -1/-1 counter per spell or ability that targets it. Soltari Guerillas {2}{W}{R} Summon Soldiers 3/2 Shadow If Soltari Guerillas assigns combat damage to any opponent, you may redirect that damage to target creature. You don't have a choice about how much damage is redirected from any given packet (all of it will be). You aren't forced to redirect the damage if you don't want to. This ability is played as automatic damage prevention, which is at the same time as all other triggered damage prevention is used. It's a triggered ability. If there's more than one automatic damage prevention ability applying to the damage, use the normal Series rules to resolve them. Trample damage isn't technically combat damage - official clarification is needed on this point. Wood Sage {U}{G} Summon Druid 1/1 {T}: Name a creature card. Reveal the top 4 cards of your library to all players. If any of those cards are the named card, put them into your hand. Put the rest of them into your graveyard. The creature card is named on announcement. You only put the named card into your hand. Any cards which don't match the named card are put in the graveyard. -------------------------------------------------------------------------- ARTIFACTS Cards with added notes: Grindstone Cold Storage Cards added: None Cards with altered/removed notes: Phyrexian Splicer Booby Trap {6} Artifact When Booby Trap comes into play, name a card other than a basic land. Whenever target opponent draws any 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 player. Booby trap is a targetted spell - you aren't allowed to change who it targets once it's in play. If your opponent draws any cards between Booby trap coming into play and you naming a card, you see the cards, but they are not discarded. The first part of the second ability is a Continuous Ability. The second part is a Triggered Ability. Cold Storage {4} Artifact {3}: Put target creature you control on Cold Storage. Sacrifice Cold Storage: Put all creature cards on Cold Storage into play. The creature cards are placed face-up on Cold Storage, so all players can see them. The creature cards are put into play under your control. See Safe Haven for other relevant rulings. Token creatures are removed from the game when put on Cold Storage. Cursed Scroll {1} Artifact {3}{T}: Name a card. Target opponent chooses a card at random from your hand. If he or she chooses the named card, Cursed Scroll deals 2 damage to target creature or player. *** Errata required - the card doesn't allow the opponent to see the card, so he/she has no way of telling whether the correct card has been named. I suggest that the ability needs to be be played as if it read "...from your hand and reveals it to all players. ..." Both targets are named on annonucement of the ability. The card in question is named on announcement as well (the random choice is done on resolution). 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. You choose the target opponent, and then that opponent chooses the creature. This is all done on announcement. You can't play the ability unless one of your opponents has a creature that can be a target of this ability. Your opponent is the player who is doing the targetting, for purposes of cards such as Autumn Willow which care about this. The token copies all characteristics of the creature - it's effectively a Clone of the creature. See the rulings on Copy cards in D'Angelo's summaries for more information. Fool's Tome {4} Artifact {2}{T}: Draw a card. Use this ability only if you have no cards in your hand. You can activate multiple Tomes in response to one another and still draw the cards, as the Tome only checks the number of cards in your hand on announcement. Grindstone {1} Artifact {3}{T}: Put the top two cards of target player's library into that player's graveyard. If both cards share at least one colour, repeat this process. Colourless and "Gold" are not colours. However, all Gold cards count as all the colours that are in their casting costs, so if at least one of these colours match, the effect works. Magnetic Web {2} Artifact If any creature with a Magnet counter on it attacks, all creatures with magnet counters on them that the attacking player controls attack if able. If any creature with any magnet counters on it attacks, all creatures with magnet counters on them that the defending player controls block that creature if able. {1}{T}: Put a Magnet counter on target creature. *** Errata required. The first ability is templated as a triggered ability, but needs to be played as a continuous ability. Suggestion: "All creatures with Magnet counters on them controlled by the attacking player must attack if able unless no creatures with Magnet counters on them attack" Remember that if Magnetic Web is tapped, it's abilities don't function. If more than one creature with Magnet counters on attack, any Magnetic defending creatures can choose which one to block. In this situation, if a defending creature can block more than one creature, it must be assigned to block as many Magnetic creatures as possible. Phyrexian Splicer {2} Artifact {2}{T}: Choose flying, first strike, trample or shadow. Target creature with that ability loses it until end of turn. Another target creature gains that ability until end of turn. Choose the ability, then choose the two target creatures. If the targetted creature loses the ability before the Splicer's ability resolves, that part of the Splicer's ability will fizzle. however, the other targetted creature will still gain the ability, as gaining the ability isn't conditional on any factor. Scroll Rack {2} Artifact {1}{T}: Choose any number of cards in your hand and set those cards aside. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside in this way on top of your library in any order. The cards that you set aside are chosen at resolution. Telethopter {4} Artifact Creature 3/1 Tap a creature you control: Telethopter gains Flying until end of turn. *** Errata required. Telethopter doesn't specify "tap an untapped creature you control", but it should do so. The creature is tapped as a cost. As written, the creature to be tapped doesn't have to be untapped, but errata should change this. Play the ability as though the creature must be untapped before the ability is played. You can use this ability when the Telethopter has summoning sickness (even by tapping itself), as the ability has no tap symbol in it. -------------------------------------------------------------------------- LAND: Cards with added notes: None Cards added: None Cards with removed/altered notes: None Reflecting Pool {} Land {T}: Add to your mana pool one mana of any type that any land you control can produce. *** Errata required. Reflecting pool is able to produce any type of mana possible, so it fulfils it's own requirement. Sugested change: "...type that any other land you control...". As written, you can draw absolutely any type of mana from Reflecting pool. However, I suggest playing it with the change shown above. The following notes take the change into account. If Reflecting Pool is the only land you control, it cannot be tapped for mana at all. The type of mana produced is copied exactly, in the same way as the Fellwar Stone.