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Shards of Alara
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Rules:
Rulings Summaries
Comprehensive Rules
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Future Sight  Blick in die Zukunft Vision de l'Avenir Visione Futura Visión del Futuro Visão do Futuro 未来予知 预知将来 Взгляд в Будущее
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Creature - Angel 5/5, 6WW (8)
Flash; convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.) Flying When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.1
Illus. D. Alexander Gregory
Crystal Keep Rulings Summaries
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Creature - Human Cleric 1/3, 1W (2)
Shadow (This creature can block or be blocked by only creatures with shadow.) Sacrifice Augur il-Vec: You gain 4 life. Play this ability only during your upkeep.1 "If it would end this exile, my life is yours."
Illus. Daren Bader
Crystal Keep Rulings Summaries
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Enchantment, 4WW (6)
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game. "The only perfect world is an empty world, with no one to sin or wage war."
—Tarran, magus of the disk
Illus. Dave Kendall
Crystal Keep Rulings Summaries
- The conditions are checked both when this triggers and when it resolves. [Future Sight FAQ 2007/05/01]
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Sorcery, 4WW (6)
Until your next turn, creatures can't attack you. Remove Chronomantic Escape from the game with three time counters on it. Suspend 3-{2}{W} (Rather than play this card from your hand, you may pay {2}{W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)1
Illus. Franz Vohwinkel
Crystal Keep Rulings Summaries
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Instant, 2W (3)
Choose one - Remove two time counters from each permanent and each suspended card; or put two time counters on each permanent with a time counter on it and each suspended card.1
Illus. Zoltan Boros & Gabor Szikszai
Crystal Keep Rulings Summaries
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Instant, 2W (3)
Play Even the Odds only if you control fewer creatures than each opponent. Put three 1/1 white Soldier creature tokens into play. "They who fall singing the battle hymn of Benalia go not unavenged."
—Adom Capashen, Benalish commander
Illus. Shishizaru
Crystal Keep Rulings Summaries
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Enchantment - Aura, W (1)
Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets +0/+2.1 The blessing adds both protection to the recipient and weightlessness to the stone.
Illus. Hideaki Takamura
Crystal Keep Rulings Summaries
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Instant, 0 (0)
Intervention Pact is white. The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
Illus. Dave Kendall
Crystal Keep Rulings Summaries
- This card is white in all zones. See Rule 402.8a. [D'Angelo 2007/05/01]
- If this is countered, none of it has any effect. This includes the delayed triggered ability. [Future Sight FAQ 2007/05/01]
- Effects that say you can't lose, such as Platinum Angel will prevent you from losing due to this effect. [Future Sight FAQ 2007/05/01]
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Instant, 1W (2)
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)1
Illus. Greg Staples
Crystal Keep Rulings Summaries
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Creature - Human Knight 2/2, 3W (4)
Flying, flanking Suspend 3-{W} (Rather than play this card from your hand, you may pay {W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)1
Illus. Cyril Van Der Haegen
Crystal Keep Rulings Summaries
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Creature - Human Wizard 3/3, 2WW (4)
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers is put into a graveyard from play, if it had no time counters on it, you may search your library for an enchantment card and put it into play. If you do, shuffle your library.1
Illus. Brandon Kitkouski
Crystal Keep Rulings Summaries
- You do not have to find an enchantment card if you don't want to, even if one is there. See Rule G19.4. [D'Angelo 2007/05/15]
- Note - Also see Vanishing, Rule 502.60.
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Creature - Human Wizard 0/3, 2WW (4)
Creatures without flying can't attack. "The spirits of the mythic ones ever circle their beloved keep, forbidding entry to all who come with the heavy tread of hate."
Illus. John Avon
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Sorcery, 1WW (3)
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Flashback {3}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)1
Illus. Vance Kovacs
Crystal Keep Rulings Summaries
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Creature - Wurm 3/4, 3W (4)
Whenever another creature comes into play, remove Saltskitter from the game. Return Saltskitter to play under its owner's control at end of turn.
Illus. Chippy
Crystal Keep Rulings Summaries
- If a creature enters play after "at end of turn" abilities have triggered that turn, it won't return to play until the next turn's "at end of turn" abilities trigger. [Future Sight FAQ 2007/05/01]
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Creature - Human Rebel Cleric 1/1, W (1)
{W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn. Samite alchemists extracted aromatic traces of healing minerals from the residue of the receding salt dunes.
Illus. William Simpson
Crystal Keep Rulings Summaries
- It puts a separate one point damage prevention shield on each creature you control at the time the ability resolves. [Future Sight FAQ 2007/05/01]
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Instant, W (1)
The next creature card you play this turn can be played as though it had flash. Draw a card. "There is no tactic I enjoy more than ambushing the ambushers."
Illus. Zoltan Boros & Gabor Szikszai
Crystal Keep Rulings Summaries
- You can suspend creatures at any time you could play an instant without ending this effect. [Future Sight FAQ 2007/05/01]
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Creature - Spirit 2/1, 2W (3)
Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast - {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.)1
Illus. Daren Bader
Crystal Keep Rulings Summaries
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Creature - Bird Wizard 2/1, 2W (3)
Flash (You may play this spell any time you could play an instant.) Flying If an opponent would search a library, that player searches the top four cards of that library instead.1
Illus. Rebecca Guay
Crystal Keep Rulings Summaries
- This works if an opponent searches any library, not just their own. [Future Sight FAQ 2007/05/01]
- If the search would have the player shuffle the library, the whole library is still shuffled. [Future Sight FAQ 2007/05/01]
- Note - Also see Flash, Rule 502.57.
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Creature - Cat Rebel 3/1, 1W (2)
Illus. Justin Sweet
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Tribal Enchantment - Rebel Aura, 2W (3)
Enchant creature Enchanted creature can't attack or block. A fight put off forever is already won.
Illus. William Simpson
Crystal Keep Rulings Summaries
- Rebel is a creature type. Aura is an enchantment type. [Future Sight FAQ 2007/05/01]
- This card can be found by abilities such as Amrou Scout. [Future Sight FAQ 2007/05/01]
- When put into play directly, it only comes into play if there is something legal for it to enchant. Otherwise, it remains where it was. [Future Sight FAQ 2007/05/01]
- Note - Also see Aura, Rule G1.30.
- Note - Also see Tribal, Rule 212.8.
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