Wizards of the Coast



Dragon’s Maze Frequently Asked Questions

Compiled by Matt Tabak, with contributions from Laurie Cheers, Eli Shiffrin, and Thijs van Ommen

Document last modified March 21, 2013

An FAQ is a collection of clarifications and rulings involving the cards in a new Magic: The Gathering set. It’s intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the Magic rules may cause some of this information to become outdated. If you can’t find the answer you’re looking for here, please contact us at CustomerService.

This FAQ has two sections, each of which serves a different purpose.

The first section (“General Notes”) explains the mechanics and concepts in the set.

The second section (“Card-Specific Notes”) contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the “Card-Specific Notes” section include full card text for your reference. Not all cards in the set are listed.

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GENERAL NOTES

Release Information

The Dragon’s Maze set contains 156 cards (70 common, 40 uncommon, 35 rare, and 11 mythic rare). In lieu of a basic land card, each Dragon’s Maze booster pack has a nonbasic land card, which can be one of the ten Dragon’s Maze Guildgates, one of the ten Return to Ravnica or Gatecrash dual lands with basic land types, or the mythic rare Dragon’s Maze card Maze’s End.

Prerelease events: April 27–28, 2013

Launch Weekend: May 3–5, 2013

Game Day: May 25–26, 2013

Pro Tour Dragon’s Maze will take place in San Diego, California, USA, on May 17–19, 2013. Go to ProTourCoverage for live streaming coverage of Magic events.

The Dragon’s Maze set becomes legal for sanctioned Constructed play on its official release date: Friday, May 3, 2013. At that time, the following card sets will be permitted in the Standard format: Innistrad, Dark Ascension, Avacyn Restored, Magic 2013, Return to Ravnica, Gatecrash, and Dragon’s Maze.

Go to MagicFormats for a complete list of formats and permitted card sets.

Go to Locator to find an event or store near you.

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New Mechanic: Split Cards with Fuse

Split cards, featured prominently in the original Ravnica block, are back with a new twist: the fuse ability.

All split cards have two card faces on a single card. You can choose which half of the card you want to cast, pay that half’s mana cost, and only that half will go on the stack. The characteristics of the half of the card you didn’t cast are ignored while the spell is on the stack.

Fuse introduces a third option if you’re casting a Dragon’s Maze split card from your hand: cast the entire card as a single spell by paying both of its mana costs.

Down

{3}{B}

Sorcery

Target player discards two cards.

//

Dirty

{2}{G}

Sorcery

Return target card from your graveyard to your hand.

//

Fuse (You may cast one or both halves of this card from your hand.)

The official rules for fuse are as follows:

702.100. Fuse

702.100a Fuse is a static ability found on some split cards (see rule 708, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from his or her hand, the player may choose to cast both halves of that split card. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.

702.100b A fused split spell has two sets of characteristics and one converted mana cost. The converted mana cost of the spell is a number equal to the total amount of mana in its two mana costs, regardless of color.

702.100c The total cost of a fused split spell includes the mana cost of each half. (See rule 601.2e.)

702.100d As a fused split spell resolves, the controller of the spell follows instructions of the left half and then follows the instructions of the right half.

* If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.

* To cast a fused split spell, pay both of its mana costs. For example, Down/Dirty has mana costs of {3}{B} and {2}{G}. To cast both halves, you pay {5}{B}{G}. While the spell is on the stack, its converted mana cost is 7.

* You can choose the same object as the target of each half of a fused split spell, if appropriate. For example, if both the left and right halves of a split card require a “target creature,” you can choose the same creature for each instance of the word target (but you don’t have to).

* When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell is countered and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.

* When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

* In every zone except the stack, split cards have two sets of characteristics and two converted mana costs. If anything needs information about a split card not on the stack, it will get two values. For example, if a player reveals Down/Dirty due to Duskmantle Seer’s ability (“At the beginning of your upkeep, each player reveals the top card of his or her library, loses life equal to that card’s converted mana cost, then puts it into his or her hand.”), the game will see its converted mana cost as 4 and 3. This translates to that player losing a total of 7 life.

* On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

* Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.

* Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.

* If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name. This is a recent rules change.

* If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.

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Cycle: Guildgates

The Dragon’s Maze set includes a cycle of nonbasic lands with the subtype Gate. Each guild has a Gate card with Guildgate in its name that taps for mana of either of that guild’s colors. These cards were previously printed in the Return to Ravnica and Gatecrash sets; they appear here with new art.

Simic Guildgate

Land — Gate

Simic Guildgate enters the battlefield tapped.

{T}: Add {G} or {U} to your mana pool.

* The subtype Gate has no special rules significance, but other spells and abilities may refer to it.

* Gate is not a basic land type.

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Cycle: Gatekeepers

The Dragon’s Maze set includes a cycle of Gatekeepers with enters-the-battlefield abilities that give you a bonus for controlling two or more Gates.

Opal Lake Gatekeepers

{3}{U}

Creature — Vedalken Soldier

2/4

When Opal Lake Gatekeepers enters the battlefield, if you control two or more Gates, you may draw a card.

* The Gatekeepers’s ability is only checking for lands with the Gate land type. It doesn’t matter whether those Gates have the same name or different names.

* The number of Gates you control is checked both when the ability would trigger and again when it tries to resolve. If you don’t control two or more Gates when the ability would resolve, it won’t do anything.

* The bonus applies only once as long as you control two or more Gates. For example, if you control four Gates when Opal Lake Gatekeepers enters the battlefield, you may draw one card, not two.

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Returning Themes: Guilds and Guildmarks

The original Ravnica block introduced the plane of Ravnica, a world dominated by cityscape and controlled by ten guilds, each centered around two colors. For the first time ever, all ten guilds appear in one set. If a card in the Dragon’s Maze set is associated with a guild, it features the appropriate guildmark in the background of its text box. These guildmarks have no effect on game play.

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Returning Mechanics: Guild Keywords, Keyword Actions, and Ability Words

All ten guild mechanics, originally introduced in the Return to Ravnica and Gatecrash sets, return in the Dragon’s Maze set. For more information on those mechanics, please see the Return to Ravnica and Gatecrash FAQs at Magic/Rules.

Return to Ravnica: detain (Azorius), overload (Izzet), unleash (Rakdos), scavenge (Golgari), and populate (Selesnya)

Gatecrash: extort (Orzhov), cipher (Dimir), bloodrush (Gruul), battalion (Boros), and evolve (Simic)

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CARD-SPECIFIC NOTES

Ætherling

{4}{U}{U}

Creature — Shapeshifter

4/5

{U}: Exile Ætherling. Return it to the battlefield under its owner’s control at the beginning of the next end step.

{U}: Ætherling is unblockable this turn.

{1}: Ætherling gets +1/-1 until end of turn.

{1}: Ætherling gets -1/+1 until end of turn.

* Ætherling’s first ability will return it to the battlefield only if that ability also exiled it. If Ætherling left the battlefield in response to that ability, it won’t return, even if it was exiled by another spell or ability.

* Ætherling’s last ability can be activated even if its power is 0 or less. If a creature would assign 0 or less damage in combat, it doesn’t assign combat damage at all.

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Alive

{3}{G}

Sorcery

Put a 3/3 green Centaur creature token onto the battlefield.

//

Well

{W}

Sorcery

You gain 2 life for each creature you control.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Count the number of creatures you control when Well resolves to determine how much life you gain.

* If you cast Alive/Well as a fused split spell, the Centaur creature token will count toward the amount of life you gain.

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Armed

{1}{R}

Sorcery

Target creature gets +1/+1 and gains double strike until end of turn.

//

Dangerous

{3}{G}

Sorcery

All creatures able to block target creature this turn do so.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Dangerous doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.

* As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.

* If there are multiple combat phases, creatures that blocked the creature targeted by Dangerous in the first combat aren’t required to block it again in subsequent combats.

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Awe for the Guilds

{2}{R}

Sorcery

Monocolored creatures can’t block this turn.

* A monocolored creature is exactly one color. (Colorless creatures aren’t monocolored.)

* No monocolored creature will be able to block that turn, including monocolored creatures that enter the battlefield after Awe for the Guilds resolves. A creature that’s monocolored when Awe for the Guilds resolves but somehow becomes multicolored before blockers are declared will be able to block.

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Beck

{G}{U}

Sorcery

Whenever a creature enters the battlefield this turn, you may draw a card.

//

Call

{4}{W}{U}

Sorcery

Put four 1/1 white Bird creature tokens with flying onto the battlefield.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Beck triggers when any creature enters the battlefield, no matter who controls it.

* If you cast Beck/Call as a fused split spell, the triggered ability it creates will be in effect when the Bird creature tokens enter the battlefield. You’ll draw up to four cards.

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Beetleform Mage

{1}{G}{U}

Creature — Human Insect Wizard

2/2

{G}{U}: Beetleform Mage gets +2/+2 and gains flying until end of turn. Activate this ability only once each turn.

* If Beetleform Mage’s ability is activated by one player, then another player gains control of it during the same turn, the second player can’t activate its ability that turn.

* Activating Beetleform Mage’s ability after it’s been blocked by a creature without flying or reach won’t cause it to become unblocked.

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Blast of Genius

{4}{U}{R}

Sorcery

Choose target creature or player. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card’s converted mana cost to that creature or player.

* You choose the target creature or player as part of casting the spell. If that creature or player is an illegal target when Blast of Genius tries to resolve, it will be countered and none of its effects will happen. You won’t draw or discard any cards.

* If you discard a split card, Blast of Genius will deal damage equal the sum of its two converted mana costs as a single damage-dealing event.

* If you discard a card with {X} in its mana cost, the value of X is zero.

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Blaze Commando

{3}{R}{W}

Creature — Minotaur Soldier

5/3

Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.

* Blaze Commando’s ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player and 3 damage to target creature,” Blaze Commando’s ability will trigger once and you’ll get two Soldier tokens.

* Some instant or sorcery spells cause other objects to deal damage, rather than deal damage themselves. Such spells don’t cause Blaze Commando to trigger.

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Blood Baron of Vizkopa

{3}{W}{B}

Creature — Vampire

4/4

Lifelink, protection from white and from black

As long as you have 30 or more life and an opponent has 10 or less life, Blood Baron of Vizkopa gets +6/+6 and has flying.

* In a Two-Headed Giant game, Blood Baron of Vizkopa gets +6/+6 and has flying as long as your team has 30 or more life and an opposing team has 10 or less life.

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Blood Scrivener

{1}{B}

Creature — Zombie Wizard

2/1

If you would draw a card while you have no cards in hand, instead draw two cards and lose 1 life.

* Any time you are instructed to draw more than one card, you draw them one at a time. For example, if you control Blood Scrivener and have no cards in hand and you’re instructed to “draw two cards,” your first card draw is replaced by drawing two cards and losing 1 life, then you’ll draw the second card from the original instruction. In total, you’ll draw three cards and lose 1 life.

* Each additional Blood Scrivener you control will effectively add one card and 1 life lost. Say you control two Blood Scriveners and would draw a card while you have no cards in hand. The effect of one Blood Scrivener will replace the event “draw a card” with “draw two cards and lose 1 life.” The effect of the other Blood Scrivener will replace the drawing of the first of those two cards with “draw two cards and lose 1 life.” You’ll draw two cards and lose 1 life, then draw another card and lose another 1 life.

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Boros Battleshaper

{5}{R}{W}

Creature — Minotaur Soldier

5/5

At the beginning of each combat, up to one target creature attacks or blocks this combat if able and up to one target creature can’t attack or block this combat.

* You may choose zero targets for either or both instances of “up to one target creature.”

* If you choose two targets for Boros Battleshaper’s ability, and only one of those targets is legal when the ability tries to resolve, only the legal target will be affected. If all targets are illegal when the ability tries to resolve, it will be countered and none of its effects will happen.

* The controller of each creature chooses which player or planeswalker it attacks or which attacking creature it blocks, as appropriate.

* A creature forced to attack does so only if it’s able to do so as attackers are declared. If, at that time, the creature is tapped, is affected by a spell or ability that says it can’t attack, or hasn’t been under that player’s control continuously since the turn began (and doesn’t have haste), then it doesn’t attack. If there’s a cost associated with having the creature attack, the creature’s controller isn’t forced to pay that cost, so it doesn’t attack in that case either.

* A creature forced to block does so only if it’s able to do so as blockers are declared. If, at that time, the creature is tapped, is affected by a spell or ability that says it can’t block, or no creatures are attacking its controller or a planeswalker controlled by that player, then it doesn’t block. If there’s a cost associated with having the creature block, its controller isn’t forced to pay that cost, so it doesn’t block in that case either.

* If another player gains control of the creature chosen to attack or block if able after it attacks, that creature isn’t forced to then block during that same combat.

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Breaking

{U}{B}

Sorcery

Target player puts the top eight cards of his or her library into his or her graveyard.

//

Entering

{4}{B}{R}

Sorcery

Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Entering doesn’t target any creature card. You choose which card you’re putting onto the battlefield as Entering resolves. You can choose any creature card in a graveyard at that time, including one put into a graveyard because of Breaking.

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Bred for the Hunt

{1}{G}{U}

Enchantment

Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.

* A creature that deals combat damage to a player must have a +1/+1 counter on it at the time damage is dealt in order for Bred for the Hunt’s ability to trigger.

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Carnage Gladiator

{2}{B}{R}

Creature — Skeleton Warrior

4/2

Whenever a creature blocks, that creature’s controller loses 1 life.

{1}{B}{R}: Regenerate Carnage Gladiator.

* Carnage Gladiator’s ability triggers whenever any creature blocks, regardless of who controls that creature or which creature it blocked.

* If a creature somehow blocks multiple creatures (because it has the ability to block an additional creature, for example), Carnage Gladiator’s ability triggers only once.

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Catch

{1}{U}{R}

Sorcery

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.

//

Release

{4}{R}{W}

Sorcery

Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Catch can target any permanent, including one that’s untapped or one you already control.

* To resolve Release, the active player chooses a permanent he or she controls for each of the listed types, then each other player in turn order does the same, then all the chosen permanents are sacrificed simultaneously.

* If you cast Catch/Release as a fused split spell, you can sacrifice the permanent you just gained control of.

* If you control an artifact creature, a nonartifact creature, and no other artifacts or creatures, you must sacrifice both permanents. You must choose the artifact creature as the artifact and the nonartifact creature as the creature. The same is true for any combination of types—you sacrifice a number of permanents as close to five as possible.

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Council of the Absolute

{2}{W}{U}

Creature — Human Advisor

2/4

As Council of the Absolute enters the battlefield, name a card other than a creature or land card.

Your opponents can’t cast cards with the chosen name.

Spells with the chosen name you cast cost {2} less to cast.

* The last ability can’t reduce the colored mana requirement of a spell.

* If there are additional costs to cast the spell, such as kicker costs, apply those increases before applying cost reductions.

* The last ability can reduce alternative costs such as overload costs.

* If a spell with the chosen name includes one generic mana in its cost to cast, that cost will be reduced by {1}.

* You can name either half of a split card, but not both. If you name half of a split card, your opponents can cast the other half. (This is a recent rules change.) If that split card has fuse, your opponents can’t cast that card as a fused split card.

* If you name half of a split card with fuse, and then you cast both halves, the cost reduction will apply to the total cost of the spell. This is true even if the half with the chosen name requires only colored mana to cast.

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Deadbridge Chant

{4}{B}{G}

Enchantment

When Deadbridge Chant enters the battlefield, put the top ten cards of your library into your graveyard.

At the beginning of your upkeep, choose a card at random in your graveyard. If it’s a creature card, put it onto the battlefield. Otherwise, put it into your hand.

* The card is chosen at random as the ability resolves. If any player responds to the ability, that player won’t yet know what card will be chosen.

* Because the last ability doesn’t target any card in your graveyard, any card put into your graveyard in response to the ability may be chosen.

* Each card in your graveyard must have an equal chance of being chosen. Assigning them each a number and rolling a die is an easy way to do this. In formats that allow you to rearrange your graveyard—including Standard, Modern, and Return to Ravnica block Limited formats, you may also shuffle your graveyard face down and choose a card at random.

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Dragonshift

{1}{U}{R}

Instant

Until end of turn, target creature you control becomes a 4/4 blue and red Dragon, loses all abilities, and gains flying.

Overload {3}{U}{U}{R}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”)

* If you cast Dragonshift using overload, only creatures you control when it resolves will be affected. Creatures that come under your control later in the turn will not.

* Each affected creature will lose all other colors and creature types and be only red, blue, and a Dragon. Each will retain any other types it may have had, such as artifact.

* Each affected creature will lose any abilities it may have gained prior to Dragonshift resolving. Notably, this includes the ability to cast the copies of a card with cipher that’s encoded on the creature, although that ability will return after the turn ends.

* If any of the affected creatures gains an ability after Dragonshift resolves, it will keep that ability.

* Dragonshift overwrites all previous effects that set a creature’s power or toughness to specific values. However, effects that set a creature’s power or toughness to specific values that start to apply after Dragonshift resolves will overwrite this effect.

* Effects that modify the power or toughness of an affected creature, such as the effects of Phytoburst or Legion’s Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

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Drown in Filth

{B}{G}

Sorcery

Choose target creature. Put the top four cards of your library into your graveyard, then that creature gets -1/-1 until end of turn for each land card in your graveyard.

* You choose the target of Drown in Filth as you cast the spell. You won’t necessarily know what will happen to that creature’s power and toughness at that time.

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Emmara Tandris

{5}{G}{W}

Legendary Creature — Elf Shaman

5/7

Prevent all damage that would be dealt to creature tokens you control.

* Emmara Tandris’s ability prevents all damage that would be dealt to creature tokens you control, not just combat damage.

* If Emmara Tandris is dealt lethal damage at the same creature tokens you control would be dealt damage, the damage that would be dealt to those tokens is prevented.

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Far

{1}{U}

Instant

Return target creature to its owner’s hand.

//

Away

{2}{B}

Instant

Target player sacrifices a creature.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Away targets only a player. It doesn’t target any creatures. The target player chooses which creature to sacrifice as the spell resolves.

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Feral Animist

{1}{R}{G}

Creature — Goblin Shaman

2/1

{3}: Feral Animist gets +X/+0 until end of turn, where X is its power.

* You don’t choose the value of X. The bonus Feral Animist gets is based on its power when the ability resolves. For example, if you activate the ability twice, the first ability will give it +2/+0 and the second one will give it +4/+0.

* If Feral Animist’s power is negative when its ability resolves, it will lose power. For example, if it’s somehow -3/1 when the ability resolves, it will become -6/1.

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Flesh

{3}{B}{G}

Sorcery

Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.

//

Blood

{R}{G}

Sorcery

Target creature you control deals damage equal to its power to target creature or player.

//

Fuse (You may cast one or both halves of this card from your hand.)

* As Flesh is resolving, if the creature is an illegal target but the creature card is still a legal target, the creature card will be exiled but no counters will be put onto the creature. If the creature is the only legal target, Flesh will still resolve but will have no effect as you didn’t exile a card.

* As Blood is resolving, if only one of the targets is legal, Blood will still resolve but will have no effect: If the first target is illegal, it can’t deal damage to anything. If the second target creature or player is illegal, it can’t be dealt damage.

* The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.

* The amount of damage dealt is based on the first target creature’s power as Blood resolves.

* If you cast Flesh/Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.

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Fluxcharger

{2}{U}{R}

Creature — Weird

1/5

Flying

Whenever you cast an instant or sorcery spell, you may switch Fluxcharger’s power and toughness until end of turn.

* The switch applies after all other effects that change power or toughness.

* Switching a creature’s power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

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Gaze of Granite

{X}{B}{B}{G}

Sorcery

Destroy each nonland permanent with converted mana cost X or less.

* If a permanent has {X} in its mana cost, the value of that X is 0.

* The converted mana cost of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature’s mana cost.

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Give

{2}{G}

Sorcery

Put three +1/+1 counters on target creature.

//

Take

{2}{U}

Sorcery

Remove all +1/+1 counters from target creature you control. Draw that many cards.

//

Fuse (You may cast one or both halves of this card from your hand.)

* You can target any creature you control with Take, not just one with +1/+1 counters. Notably, if you cast Give/Take as a fused split spell, you can target the same creature and draw three cards.

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Gleam of Battle

{4}{R}{W}

Enchantment

Whenever a creature you control attacks, put a +1/+1 counter on it.

* The +1/+1 counter is put on the creature before blockers are declared and combat damage is dealt.

* If a creature enters the battlefield attacking, it won’t cause Gleam of Battle to trigger.

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Goblin Test Pilot

{1}{U}{R}

Creature — Goblin Wizard

0/2

Flying

{T}: Goblin Test Pilot deals 2 damage to target creature or player chosen at random.

* To choose a target at random, all possible legal targets (including creatures and players) must have an equal chance of being chosen. There are many ways to do this, including assigning each possible legal target a number and rolling a die.

* The target is chosen at random as part of activating the ability. Players can respond to the ability knowing what the target of the ability is.

* Goblin Test Pilot is a legal target of its own ability.

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Haazda Snare Squad

{2}{W}

Creature — Human Soldier

1/4

Whenever Haazda Snare Squad attacks, you may pay {W}. If you do, tap target creature an opponent controls.

* You choose the target creature when the ability triggers and goes on the stack. You choose whether to pay {W} when that ability resolves. You may pay {W} only once. The creature will be tapped before blockers are chosen.

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Hired Torturer

{2}{B}

Creature — Human Rogue

2/3

Defender

{3}{B}, {T}: Target opponent loses 2 life, then reveals a card at random from his or her hand.

* The card stops being revealed after Hired Torturer’s ability resolves.

* You can choose an opponent with no cards in hand as the target of Hired Torturer’s ability. If the target opponent has no cards in hand when the ability resolves, that player will just lose 2 life.

* Each card in the opponent’s hand has an equal chance of being revealed, even if it was previously revealed because of Hired Torturer’s ability.

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Krasis Incubation

{2}{G}{U}

Enchantment — Aura

Enchant creature

Enchanted creature can’t attack or block, and its activated abilities can’t be activated.

{1}{G}{U}, Return Krasis Incubation to its owner’s hand: Put two +1/+1 counters on enchanted creature.

* Returning Krasis Incubation to its owner’s hand is part of the cost to activate its last ability. Once that ability is announced, players can’t respond to it until after you’ve paid its activation cost and returned Krasis Incubation to hand.

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Lavinia of the Tenth

{3}{W}{U}

Legendary Creature — Human Soldier

4/4

Protection from red

When Lavinia of the Tenth enters the battlefield, detain each nonland permanent your opponents control with converted mana cost 4 or less. (Until your next turn, those permanents can’t attack or block and their activated abilities can’t be activated.)

* The converted mana cost of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature’s mana cost.

* Lavinia’s ability doesn’t affect permanents an opponent gains control of after its enters-the-battlefield ability has resolved. Similarly, if you gain control of a detained permanent after that ability resolves, it will continue to be detained until your next turn.

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Legion’s Initiative

{R}{W}

Enchantment

Red creatures you control get +1/+0.

White creatures you control get +0/+1.

{R}{W}, Exile Legion’s Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner’s control and those creatures gain haste until end of turn.

* The beginning of the next combat will happen even if the player whose turn it is doesn’t intend to attack with any creatures.

* A creature that’s both red and white will get +1/+1 from Legion’s Initiative.

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Master of Cruelties

{3}{B}{R}

Creature — Demon

1/4

First strike, deathtouch

Master of Cruelties can only attack alone.

Whenever Master of Cruelties attacks a player and isn’t blocked, that player’s life total becomes 1. Master of Cruelties assigns no combat damage this combat.

* Master of Cruelties isn’t forced to attack, but if it does, it must do so alone. If you control another creature with an ability that says it must attack if able, that creature must attack and Master of Cruelties won’t be able to.

* If Master of Cruelties attacks alone, another creature entering the battlefield attacking will have no effect on it. Master of Cruelties continues to be an attacking creature. The other attacking creature will assign combat damage normally, regardless of whether Master of Cruelties’s last ability triggers.

* Master of Cruelties’s last ability won’t trigger if it attacks a planeswalker.

* For a player’s life total to become 1, what actually happens is that the player loses (or in some rare cases, gains) the appropriate amount of life. For example, if the player’s life total is 4 when the last ability resolves, it will cause that player to lose 3 life. Other effects that interact with life loss (or gain) will interact with this effect accordingly.

* Assigning no combat damage isn’t the same as preventing that damage. Effects that make damage unpreventable will have no effect if no combat damage can be assigned.

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Maze’s End

Land

Maze’s End enters the battlefield tapped.

{T}: Add {1} to your mana pool.

{3}, {T}, Return Maze’s End to its owner’s hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.

* Returning Maze’s End to its owner’s hand is part of the cost to activate its last ability. Once that ability is announced, players can’t respond to it until after you’ve paid its activation cost and returned Maze’s End to hand.

* When the last ability of Maze’s End resolves, you’ll search for a Gate and put it onto the battlefield before checking to see if you win the game. This check will happen even if you don’t put a Gate onto the battlefield this way. This check will happen only as the ability resolves, not at other times.

* Putting a Gate onto the battlefield with Maze’s End doesn’t count as the one land you can play during your turn. If it’s your turn, you can play Maze’s End or a different land card from your hand after its ability has resolved.

* Controlling multiple Gates with the same name has no effect on your ability to win the game with Maze’s End. The excess Gates are simply ignored.

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Melek, Izzet Paragon

{4}{U}{R}

Legendary Creature — Weird Wizard

2/4

Play with the top card of your library revealed.

You may cast the top card of your library if it’s an instant or sorcery card.

Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.

* Melek doesn’t affect the timing rules associated with when you can cast the card. If it’s a sorcery card, you can cast it only during your main phase when the stack is empty.

* You still pay all costs for that spell, including additional costs. You may also pay alternative costs, such as overload costs. Although you can’t pay additional costs for the copy that’s created, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if a player sacrifices a 3/3 creature to cast Fling, and you copy it, the copy of Fling will also deal 3 damage to its target.

* While playing with the top card of your library revealed, if you draw multiple cards, reveal each one before you draw it.

* The top card of your library isn’t in your hand. You can’t discard it, for instance.

* Melek’s last ability will copy any instant or sorcery spell you cast from your library, not just one with targets.

* When the last ability resolves, it creates a copy of the spell. You control the copy. That copy is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.

* The copy will have the same targets as the spell it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).

* If the spell being copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. You can’t choose a different one.

* If the spell being copied has an X whose value was determined as it was cast (like Debt to the Deathless has), the copy has the same value of X.

* The Avacyn Restored set featured instant and sorcery cards with miracle, an ability that allows a player to cast a card immediately upon drawing it. If you cast a spell this way, you’re casting it from your hand, not your library. Melek’s ability won’t trigger.

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Mirko Vosk, Mind Drinker

{3}{U}{B}

Legendary Creature — Vampire

2/4

Flying

Whenever Mirko Vosk, Mind Drinker deals combat damage to a player, that player reveals cards from the top of his or her library until he or she reveals four land cards, then puts those cards into his or her graveyard.

* If the player has fewer than four land cards in his or her library, all cards from that library will be revealed and put into that player’s graveyard.

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Morgue Burst

{4}{B}{R}

Sorcery

Return target creature card from your graveyard to your hand. Morgue Burst deals damage to target creature or player equal to the power of the card returned this way.

* Use the power of the card as it last existed in your graveyard to determine how much damage will be dealt.

* If the creature card is an illegal target when Morgue Burst tried to resolve (most likely because it was exiled in response), it won’t be returned to your hand and no damage will be dealt to the target creature or player.

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Mutant’s Prey

{G}

Instant

Target creature you control with a +1/+1 counter on it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

* Only a creature with a +1/+1 counter on it can be chosen as the first target of Mutant’s Prey.

* If one of the targets is illegal when Mutant’s Prey tries to resolve (for example, if the first target creature no longer has a +1/+1 counter on it), neither creature will deal or be dealt damage.

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Nivix Cyclops

{1}{U}{R}

Creature — Cyclops

1/4

Defender

Whenever you cast an instant or sorcery spell, Nivix Cyclops gets +3/+0 until end of turn and can attack this turn as though it didn’t have defender.

* Nivix Cyclops still has defender after its triggered ability resolves, although it will be able to attack.

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Notion Thief

{2}{U}{B}

Creature — Human Rogue

3/1

Flash

If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card.

* If you and an opponent each control a Notion Thief, the replacement effects generated by their abilities will essentially cancel each other out. If the opponent would draw a card other than the first of his or her draw step, that draw will be skipped and you’ll draw a card. The opponent’s Notion Thief will then cause that draw to be skipped and the opponent will draw a card instead. Neither replacement effect can apply to this event again, so your opponent draws a card.

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Obzedat’s Aid

{3}{W}{B}

Sorcery

Return target permanent card from your graveyard to the battlefield.

* A permanent card is an artifact card, a creature card, an enchantment card, a land card, or a planeswalker card.

* If the target is an Aura card, you choose what it will enchant as Obzedat’s Aid resolves. If there’s nothing legal for it to enchant, it stays in the graveyard.

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Pilfered Plans

{1}{U}{B}

Sorcery

Target player puts the top two cards of his or her library into his or her graveyard. Draw two cards.

* If you target yourself, you’ll put the top two cards of your library into your graveyard before drawing cards.

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Plasm Capture

{G}{G}{U}{U}

Instant

Counter target spell. At the beginning of your next precombat main phase, add X mana in any combination of colors to your mana pool, where X is that spell’s converted mana cost.

* If the countered spell had {X} in its mana cost, include the value chosen for that X when determining how much mana to add to your pool. For example, if you counter a spell that costs {X}{R} with X equal to 5, you’ll add six mana to your mana pool.

* Your precombat main phase is the main phase that happens immediately after your draw step, not any other main phase.

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Possibility Storm

{3}{R}{R}

Enchantment

Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it. That player may cast that card without paying its mana cost. Then he or she puts all cards exiled with Possibility Storm on the bottom of his or her library in a random order.

* Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types. Two cards share a card type if they have at least one card type in common.

* The original spell is part of the group of exiled cards put on the bottom of the library in a random order. If the exiled card that shared a card type with that card wasn’t cast, it’s also part of this group.

* If Possibility Storm’s ability doesn’t exile the original spell (perhaps because another Possibility Storm already exiled it), you’ll still exile cards from the top of your library until you exile a card that shares a card type with it and have the opportunity to cast that spell.

* If you cast a spell without paying its mana cost, you can’t pay any alternative costs, such as overload costs. You can pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, you must pay those.

* If the spell you cast from exile has X in its mana cost, you must choose 0 as its value.

* The Avacyn Restored set featured instant and sorcery cards with miracle, an ability that allows a player to cast a card immediately upon drawing it. If a player casts a spell this way, the spell is cast from that player’s hand. Possibility Storm will trigger.

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Progenitor Mimic

{4}{G}{U}

Creature — Shapeshifter

0/0

You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield except it gains “At the beginning of your upkeep, if this creature isn’t a token, put a token onto the battlefield that’s a copy of this creature.”

* Progenitor Mimic copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token). It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.

* The original Progenitor Mimic will create tokens, but those token copies will not.

* If you choose to have Progenitor Mimic enter the battlefield as a copy of a creature, the triggered ability it gains will become part of its copiable values. For example, suppose Progenitor Mimic enters the battlefield as a copy of Runeclaw Bear, a 2/2 green Bear creature with mana cost {1}{G}. The resulting object is a 2/2 green Bear creature named Runeclaw Bear with mana cost {1}{G} and with “At the beginning of your upkeep, if this creature isn’t a token, put a token onto the battlefield that’s a copy of this creature.” If another Progenitor Mimic enters the battlefield as a copy of that creature, it will be a Runeclaw Bear with two instances of the triggered ability.

* If the chosen creature is a token, Progenitor Mimic copies the original characteristics of that token as stated by the effect that put it onto the battlefield. Copying a token doesn’t make Progenitor Mimic become a token.

* Any enters-the-battlefield abilities of the copied creature will trigger when Progenitor Mimic enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.

* If the chosen creature has {X} in its mana cost (such as Protean Hydra), X is considered to be zero.

* If Progenitor Mimic somehow enters the battlefield at the same time as another creature, it can’t become a copy of that creature. You may only choose a creature that’s already on the battlefield.

* You can choose not to copy anything. In that case, Progenitor Mimic enters the battlefield as a 0/0 Shapeshifter creature and is probably put into the graveyard immediately.

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Punish the Enemy

{4}{R}

Instant

Punish the Enemy deals 3 damage to target player and 3 damage to target creature.

* You must be able to target a player and a creature in order to cast Punish the Enemy.

* If one of Punish the Enemy’s targets is illegal when it tries to resolve, it will still deal damage to the remaining legal target.

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Pyrewild Shaman

{2}{R}

Creature — Goblin Shaman

3/1

Bloodrush — {1}{R}, Discard Pyrewild Shaman: Target attacking creature gets +3/+1 until end of turn.

Whenever one or more creatures you control deal combat damage to a player, if Pyrewild Shaman is in your graveyard, you may pay {3}. If you do, return Pyrewild Shaman to your hand.

* Pyrewild Shaman’s last ability triggers only once for each time combat damage is dealt, no matter how many creatures are dealing damage at that time.

* Pyrewild Shaman’s ability can trigger during each combat damage step. For example, if a creature with first strike deals combat damage, you can return Pyrewild Shaman to your hand, and discard it using its bloodrush ability to pump up an attacking creature without first strike. Then, when that creature deals combat damage, you can return Pyrewild Shaman to your hand again.

* Pyrewild Shaman’s last ability triggers only if it’s in your graveyard when the creatures deal combat damage to a player. It returns only to your hand only if it’s still in your graveyard when the ability resolves. Notably, if Pyrewild Shaman is dealt lethal damage at the same time that a creature you control deals combat damage to a player, Pyrewild Shaman’s ability won’t trigger.

* If creatures you control deal combat damage to more than one player at the same time (perhaps because it’s a multiplayer game), Pyrewild Shaman’s ability will trigger once for each of those players. However, only the first such ability that you pay for will return Pyrewild Shaman to your hand. Even if it returns to your graveyard before the other abilities resolve, it’s considered a different Pyrewild Shaman than the one whose ability triggered.

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Ready

{1}{G}{W}

Instant

Creatures you control are indestructible this turn. Untap each creature you control.

//

Willing

{1}{W}{B}

Instant

Creatures you control gain deathtouch and lifelink until end of turn.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Multiple instances of deathtouch or lifelink are redundant.

* A creature that comes under your control after Ready resolves will be indestructible, because that effect doesn’t change any of that creature’s characteristics.

* A creature that comes under your control after Willing resolves won’t have deathtouch or lifelink, because adding abilities does change a creature’s characteristics.

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Reap Intellect

{X}{2}{U}{B}

Sorcery

Target opponent reveals his or her hand. You choose up to X nonland cards from it and exile them. For each card exiled this way, search that player’s graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library.

* Once Reap Intellect begins to resolve, no player can cast spells or activate abilities until it has completely resolved. For example, the opponent can’t cast any cards that would be exiled after his or her hand is revealed.

* You can choose to leave cards with those names in the zone they are in. You don’t have to exile them.

* If you don’t exile any cards from the player’s hand, you don’t search that player’s library.

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Render Silent

{W}{U}{U}

Instant

Counter target spell. Its controller can’t cast spells this turn.

* You must be able to target a spell to cast Render Silent.

* Render Silent doesn’t stop any player from casting spells in response to Render Silent, before it resolves.

* The affected player can still activate abilities, including abilities of cards in his or her hand (such as bloodrush abilities), and the player can still play lands.

* If the spell is an illegal target when Render Silent tries to resolve (because it’s been countered by another spell, for example), Render Silent will be countered and none of its effects will happen.

* A spell that “can’t be countered” is a legal target for Render Silent. The spell won’t be countered when Render Silent resolves, but that spell’s controller won’t be able to cast spells for the rest of the turn.

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Renegade Krasis

{1}{G}{G}

Creature — Beast Mutant

3/2

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Whenever Renegade Krasis evolves, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it.

* Renegade Krasis “evolves” when its evolve ability resolves and a +1/+1 counter is put on it. If a replacement effect such as Doubling Season’s causes the evolve ability to put more than one +1/+1 counter on Renegade Krasis, its last ability triggers only once. If no +1/+1 counter is put on it (perhaps because it left the battlefield in response to its evolve ability triggering), then its last ability doesn’t trigger.

* Renegade Krasis’s last ability won’t trigger if a +1/+1 counter is put on it for any reason other than its evolve ability resolving.

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Renounce the Guilds

{1}{W}

Instant

Each player sacrifices a multicolored permanent.

* The active player (the player whose turn it is) chooses which multicolored permanent will be sacrificed, then each other player in turn order does the same. Then all chosen permanents are sacrificed at the same time.

* Renounce the Guilds doesn’t target any player and may be cast even if a player doesn’t control a multicolored permanent.

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Restore the Peace

{1}{W}{U}

Instant

Return each creature that dealt damage this turn to its owner’s hand.

* Restore the Peace has no effect on the damage that was dealt.

* Only creatures on the battlefield will be returned. If a creature dealt damage and then died, the creature card won’t be returned from the graveyard to its owner’s hand.

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Riot Control

{2}{W}

Instant

You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.

* Count the number of creatures your opponents control as Riot Control resolves to determine how much life you gain.

* If a source an opponent controls would deal noncombat damage to you, you may choose to have Riot Control prevent that damage before that opponent may choose to redirect that damage to a planeswalker you control.

* Riot Control doesn’t prevent combat damage that would be dealt to planeswalkers you control by creatures attacking them. It also doesn’t prevent damage that would be dealt to creatures you control.

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Rot Farm Skeleton

{2}{B}{G}

Creature — Plant Skeleton

4/1

Rot Farm Skeleton can’t block.

{2}{B}{G}, Put the top four cards of your library into your graveyard: Return Rot Farm Skeleton from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.

* You can activate the last ability only if Rot Farm Skeleton is in your graveyard.

* Putting four cards from your library into your graveyard is part of the activation cost of Rot Farm Skeleton’s ability. The four cards will be in the graveyard before any player can respond.

* If you have three or fewer cards in your library, you can’t activate Rot Farm Skeleton’s last ability.

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Runner’s Bane

{1}{U}

Enchantment — Aura

Enchant creature with power 3 or less

When Runner’s Bane enters the battlefield, tap enchanted creature.

Enchanted creature doesn’t untap during its controller’s untap step.

* If the enchanted creature’s power increases to 4 or greater, Runner’s Bane will be put into its owner’s graveyard as a state-based action.

* The enchanted creature can still be untapped in other ways, such as by Aurelia, the Warleader.

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Ruric Thar, the Unbowed

{4}{R}{G}

Legendary Creature — Ogre Warrior

6/6

Vigilance, reach

Ruric Thar, the Unbowed attacks each turn if able.

Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.

* Ruric Thar’s ability triggers whenever any player casts a noncreature spell, including you.

* Ruric Thar will deal 6 damage to the player before the noncreature spell resolves.

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Scab-Clan Giant

{4}{R}{G}

Creature — Giant Warrior

4/5

When Scab-Clan Giant enters the battlefield, it fights target creature an opponent controls chosen at random.

* To choose a target at random, all legal targets must have an equal chance of being chosen. There are many ways to do this, including assigning each possible legal target a number and rolling a die.

* The target is chosen at random as part of putting the ability on the stack. Players can respond to the ability knowing what the target of the ability is.

* If Scab-Clan Giant leaves the battlefield before its ability resolves, no fight will happen and neither creature will deal damage. Also, if the target creature is an illegal target when the ability tries to resolve, it will be countered and no fight will happen.

* In a multiplayer game, you don’t choose a single opponent at random. Any creature controlled by any of your opponents may be chosen at random.

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Showstopper

{1}{B}{R}

Instant

Until end of turn, creatures you control gain “When this creature dies, it deals 2 damage to target creature an opponent controls.”

* Creatures that come under your control after Showstopper resolves won’t have the ability.

* If another player gains control of a creature you control after Showstopper resolves, and then later that turn that creature dies, the creature’s controller when it died controls the triggered ability. That player chooses a creature that one of his or her opponents controls as a target.

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Sin Collector

{1}{W}{B}

Creature — Human Cleric

2/1

When Sin Collector enters the battlefield, target opponent reveals his or her hand. You choose an instant or sorcery card from it and exile that card.

* No player can do anything between you choosing a card and that card being exiled. Notably, your opponent can’t cast the card once Sin Collector’s ability has started to resolve.

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Teysa, Envoy of Ghosts

{5}{W}{B}

Legendary Creature — Human Advisor

4/4

Vigilance, protection from creatures

Whenever a creature deals combat damage to you, destroy that creature. Put a 1/1 white and black Spirit creature token with flying onto the battlefield.

* Protection from creatures means that Teysa, Envoy of Ghosts can’t be the target of abilities of creatures or abilities of creature cards in other zones, such as bloodrush abilities. Teysa also can’t be blocked by creatures, and all damage that would be dealt to Teysa by creatures is prevented.

* Teysa’s last ability doesn’t target the creature. It will destroy a creature with hexproof or protection from white, for example.

* Teysa’s controller gets the Spirit creature token, not the controller of the creature that dealt combat damage.

* You get a Spirit creature token even if Teysa’s triggered ability doesn’t destroy the creature (perhaps because it regenerated or is indestructible).

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Toil

{2}{B}

Sorcery

Target player draws two cards and loses 2 life.

//

Trouble

{2}{R}

Sorcery

Trouble deals damage to target player equal to the number of cards in that player’s hand.

//

Fuse (You may cast one or both halves of this card from your hand.)

* If you cast Toil/Trouble as a fused split card and choose to target the same player twice, the two drawn cards are counted when determining how much damage is dealt. The player can’t do anything between the effects of Toil and Trouble to have fewer cards in his or her hand.

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Trait Doctoring

{U}

Sorcery

Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

* Trait Doctoring changes the color word or basic land type each time it appears in the permanent’s type line and/or rules text. It doesn’t change the name of the card or any instances of the word being used as part of a card’s name.

* You choose what word you’re changing and what word you’re changing it to as Trait Doctoring resolves.

* You can target any permanent with Trait Doctoring, including one with no color words or basic land types on it.

* Trait Doctoring’s effect changes only the text printed on the permanent. It can’t change words found in abilities it’s been granted. For example, if you’ve changed “green” to “blue,” and the permanent gains protection from green (as opposed to having protection from green printed on it), that protection ability is unaffected. The permanent will have protection from green.

* If the basic land type of a land is changed, the associated mana ability of that land will also change, but its name will not. For example, if you’ve changed “Plains” to “Island,” a card named Plains will have the basic land type Island and can be tapped for {U}, and it can no longer be tapped for {W}.

* The type-changing effect can change part of a word such as “nonblack” or “swampwalk” if the part of the word is being used to refer to a color or basic land type.

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Turn

{2}{U}

Instant

Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.

//

Burn

{1}{R}

Instant

Burn deals 2 damage to target creature or player.

//

Fuse (You may cast one or both halves of this card from your hand.)

* Turn will cause the creature lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.

* Turn overwrites all previous effects that set the targeted creature’s power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.

* Turn doesn’t counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature’s “At the beginning of your upkeep” or “When this creature enters the battlefield” abilities from triggering.

* If the affected creature gains an ability after Turn resolves, it will keep that ability.

* Effects that modify the targeted creature’s power or toughness, such as the effects of Phytoburst or Legion’s Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

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Unflinching Courage

{1}{G}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has trample and lifelink.

* Multiple instances of lifelink on the same creature are redundant.

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Varolz, the Scar-Striped

{1}{B}{G}

Legendary Creature — Troll Warrior

2/2

Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card’s power on target creature. Scavenge only as a sorcery.)

Sacrifice another creature: Regenerate Varolz, the Scar-Striped.

* While Varolz, the Scar-Striped is on the battlefield, the scavenge cost of a creature card in your graveyard is equal to its mana cost, including any colored mana requirements.

* Abilities that reduce the cost to cast a creature spell or alternative costs you can pay rather than a card’s mana cost don’t apply to activating a card’s scavenge ability.

* The number of counters that a card’s scavenge ability puts on a creature is based on the card’s power as it last existed in the graveyard.

* If the creature card you scavenge has {X} in its mana cost, X is 0.

* If a creature card has multiple instances of scavenge, you can activate either ability (but not both, as the card will be exiled when you activate one of them). Varolz’s ability doesn’t affect the scavenge cost of a creature’s other scavenge ability.

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Voice of Resurgence

{G}{W}

Creature — Elemental

2/2

Whenever an opponent casts a spell during your turn or when Voice of Resurgence dies, put a green and white Elemental creature token onto the battlefield with “This creature’s power and toughness are each equal to the number of creatures you control.”

* If Voice of Resurgence’s ability triggers because an opponent cast a spell during your turn, the token will be created before that spell resolves.

* The power and toughness of the token change as the number of creatures you control changes.

* Copies of the token will also have the ability that defines its power and toughness.

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Vorel of the Hull Clade

{1}{G}{U}

Legendary Creature — Human Merfolk

1/4

{G}{U}, {T}: For each counter on target artifact, creature, or land, put another of those counters on that permanent.

* The effect of Vorel’s ability will essentially double the counters on the target artifact, creature, or land. For example, if a creature has three +1/+1 counters and a divinity counter on it before the ability resolves, it will have six +1/+1 counters and two divinity counters on it after the ability resolves.

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Warleader’s Helix

{2}{R}{W}

Instant

Warleader’s Helix deals 4 damage to target creature or player and you gain 4 life.

* If the target creature or player is an illegal target when Warleader’s Helix tries to resolve, it will be countered and none of its effects will happen. You won’t gain 4 life.

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Warped Physique

{U}{B}

Instant

Target creature gets +X/-X until end of turn, where X is the number of cards in your hand.

* Use the number of cards in your hand as Warped Physique resolves to determine the value of X. Warped Physique won’t be in your hand at that time.

* Once Warped Physique resolves, the effect won’t change if the number of cards in your hand changes.

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Zhur-Taa Druid

{R}{G}

Creature — Human Druid

1/1

{T}: Add {G} to your mana pool.

Whenever you tap Zhur-Taa Druid for mana, it deals 1 damage to each opponent.

* Zhur-Taa Druid’s last ability doesn’t trigger if it becomes tapped for any other reason. However, if Zhur-Taa Druid gains another mana ability that requires you tap it, its ability will trigger.

* If you tap Zhur-Taa Druid for mana during the process of casting a spell or activating an ability, its triggered ability will resolve before that spell or ability.

* Zhur-Taa Druid’s last ability isn’t a mana ability. It uses the stack and can be responded to.

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Magic: The Gathering, Magic, Ravnica, Innistrad, Dark Ascension, Avacyn Restored, Return to Ravnica, Gatecrash, and Dragon’s Maze are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. ©2013 Wizards.

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