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Rules:
Rulings Summaries
Comprehensive Rules
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Apocalypse  Apokalypse Apocalypse Apocalisse Apocalipsis Apocalipse
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Creature - Human Soldier Knight 2/3, 3W (4)
{R}: Angelfire Crusader gets +1/+0 until end of turn. Nothing burns hotter than the fires of holy rage.
Illus. Edward P. Beard, Jr.
Crystal Keep Rulings Summaries
- Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier Knight".
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Enchantment - Aura, W (1)
Enchant creature you control Enchanted creature is a Flagbearer. Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.1
Illus. Darrell Riche
Crystal Keep Rulings Summaries
- If this card is ever on a creature you don't control, it is put into the graveyard as a State-Based Effect. [D'Angelo 2001/06/15]
- The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. [Barclay 2001/07/09]
- Note - Also see Aura, Rule G1.30.
- Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.
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Creature - Human Flagbearer 2/4, 3W (4)
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.1 Giving little thought to their own defense, they carried the flag that united their army.
Illus. Eric Peterson
Crystal Keep Rulings Summaries
- The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. [Barclay 2001/07/09]
- Note - This card was creature type "Flagbearer" until Oracle 2007/10/01, when it became "Human Flagbearer".
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Creature - Human Wizard 1/1, W (1)
{B}, {T}: Target creature gets -2/-0 until end of turn. {R}, {T}: Target creature gets +2/+0 until end of turn.1 "There is no true equity of power. There is only more or less."
Illus. Alan Pollack
Crystal Keep Rulings Summaries
- Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".
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Enchantment, 2W (3)
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
Illus. Ben Thompson
Crystal Keep Rulings Summaries
- You can gain 0, 2, or 4 life, but never 6. [Apocalypse FAQ 2001/05/24]
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Creature - Volver 1/1, 1W (2)
Kicker {1}{B} and/or {R} If the {1}{B} kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If the {R} kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike.1
Illus. Ron Spencer
Crystal Keep Rulings Summaries
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Enchantment, 3W (4)
Tap two untapped creatures you control: Tap target creature. "It's the oldest trick in the book," said Guff. "And I ought to know - I wrote it."
Illus. Jerry Tiritilli
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Sorcery, W (1)
Prevent all damage that would be dealt this turn to creatures you control. "Phyrexia is an unforgiving place, and I am an angry lord in an unforgiving mood." -Lord Windgrace
Illus. Christopher Moeller
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Creature - Human Soldier 2/3, 3W (4)
First strike When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library.1
Illus. Wayne England
Crystal Keep Rulings Summaries
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Sorcery, 1W (2)
Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.1
Illus. Dave Dorman
Crystal Keep Rulings Summaries
- This card's ability does not change the color of any permanents. [Apocalypse FAQ 2001/05/24]
- This card's ability does not change any lands into Plains. [DeLaney 2001/06/17]
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Legendary Creature - Human Soldier 3/4, 3WW (5)
At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. {3}{W}: Tap target creature. Play this ability only if Gerrard Capashen is attacking.1
Illus. Brom
Crystal Keep Rulings Summaries
- Note - Also see Legendary, Rule G12.9.
- Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Soldier".
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Creature - Angel 3/3, 2W (3)
Flying When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play.1
Illus. Arnie Swekel
Crystal Keep Rulings Summaries
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Creature - Human Soldier 1/2, 2W (3)
Flying {1}, {T}: Add one mana of any color to your mana pool.1 Hope kept the defenders aloft, but only courage kept them in the fight.
Illus. Franz Vohwinkel
Crystal Keep Rulings Summaries
- Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".
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Enchantment - Aura, 1W (2)
Enchant creature Enchanted creature can't attack. {B}: Enchanted creature gets -1/-1 until end of turn. {R}: Enchanted creature can't block this turn.1
Illus. Gary Ruddell
Crystal Keep Rulings Summaries
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Instant, 2W (3)
Kicker {R} (You may pay an additional {R} as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature.1
Illus. Carl Critchlow
Crystal Keep Rulings Summaries
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Enchantment - Aura, W (1)
Enchant creature Enchanted creature has protection from green and from blue.1 The duty: to defned. The reason: to survive.
Illus. Anthony S. Waters
Crystal Keep Rulings Summaries
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Creature - Cat Spirit 2/1, 1W (2)
Protection from green {B}: Regenerate Spectral Lynx.1 A shadowy version of its corporeal cousin, this lynx hunts souls, not meals.
Illus. Heather Hudson
Crystal Keep Rulings Summaries
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Creature - Human Flagbearer 1/1, 1W (2)
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.1 The standard was fallying point for the army and a target for the enemy.
Illus. Ron Spencer
Crystal Keep Rulings Summaries
- The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. [Barclay 2001/07/09]
- Note - This card was creature type "Flagbearer" until Oracle 2007/10/01, when it became "Human Flagbearer".
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Creature - Merfolk Wizard 1/1, U (1)
{R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color to your mana pool.1 "The sea holds all that you need. You simply must know how to ask for it."
Illus. Greg & Tim Hildebrandt
Crystal Keep Rulings Summaries
- Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Merfolk Wizard".
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Enchantment, 2U (3)
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.1
Illus. Franz Vohwinkel
Crystal Keep Rulings Summaries
- The ability has you draw zero, one, or two cards, but never three. [Apocalypse FAQ 2001/05/24]
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