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Shards of Alara
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Rules:
Rulings Summaries
Comprehensive Rules
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Guildpact  Gildenbund Le Pacte des Guildes Il Patto delle Gilde El Pacto entre Gremios Pacto das Guildas ギルドパクト 十會盟 Договора Гильдий
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Creature - Thrull Cleric 2/3, 3W (4)
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment.1
Illus. Rob Alexander
Crystal Keep Rulings Summaries
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Creature - Spirit 1/1, 3WW (5)
Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Belfry Spirit comes into play or the creature it haunts is put into a graveyard, put two 1/1 black Bat creature tokens with flying into play.1
Illus. Daren Bader
Crystal Keep Rulings Summaries
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Sorcery, W (1)
You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.) When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player.1
Illus. Matt Cavotta
Crystal Keep Rulings Summaries
- The "for each player" means 2 life if it's a 2 player game (including yourself) and more if there are more players playing. [Guildpact FAQ 2005/12/22]
- Note - Also see Haunt, Rule 502.51.
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Creature - Human Advisor 1/4, 3W (4)
{X}, {T}: Each creature with converted mana cost X can't attack or block this turn. . . . and you must also apply for an application license, file documents 136(iv) and 22-C and -D in triplicate, pay all requisite fees, request a . . .
Illus. Kev Walker
Crystal Keep Rulings Summaries
- If you play the ability after you declare attackers, but before your opponent declares blockers, then it will not affect your attackers, but it will prevent your opponent from declaring blockers of the appropriate costs. [Guildpact FAQ 2005/12/22]
- The ability affects the game rules for the turn, so it affects creatures already in play and even ones that enter play this turn after the ability resolves. [Guildpact FAQ 2005/12/22]
- Note - Also see Converted Mana Cost, Rule G3.29.
- Note - Also see X Costs, Rule G24.1.
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Creature - Spirit 1/1, 1W (2)
{T}: Target creature gets +1/+1 until end of turn. I thought of fate as an iron lattice, intricate but rigidly unchangeable. That was until some force bent fate's bars to spare my life. - Ilromov, traveling storyteller
Illus. Ittoku
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Instant, 2W (3)
Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn. I watched its blade swing through me, but I was hollow, empty. I saw its face contort in rage but could not hear it snarl. - Klattic, Boros legionnaire
Illus. Jim Murray
Crystal Keep Rulings Summaries
- When the creatures return to play, they return as new creatures being put into play. They have no memory of being in play before. [Guildpact FAQ 2005/12/22]
- Any Auras and Equipment on the creatures do not leave the game. They stay and follow the rules for being unattached Auras (going to the graveyard) or Equipment (staying play). [D'Angelo 2006/09/09]
- If they are removed from play during the end-of-turn step, they will wait until the end of the following turn to return to play. [Guildpact FAQ 2005/12/22]
- All removed cards will return, even if they are not still creatures. [Guildpact FAQ 2005/12/22]
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Creature - Gargoyle 4/4, 4WW (6)
Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Graven Dominator comes into play or the creature it haunts is put into a graveyard, each other creature becomes 1/1 until end of turn.1
Illus. Carl Critchlow
Crystal Keep Rulings Summaries
- Any +1/+1 counters apply on top of the power of 1/1 assigned to creatures. [Guildpact FAQ 2005/12/22] See Rule 418.5a.
- Note - Also see Haunt, Rule 502.51.
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Enchantment - Aura, 2W (3)
Flash Enchant creature Creatures you control that are enchanted get +1/+1.1 The soldier moved with fluid poise, his awareness extending far beyond five senses.
Illus. Brandon Kitkouski
Crystal Keep Rulings Summaries
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Creature - Griffin 3/3, 5W (6)
Flying At the beginning of your upkeep, tap target creature. Moon Market merchants sell a bottled scent to cutpurses and other criminals. Those doused in the liquid become "griffin bait."
Illus. Jim Nelson
Crystal Keep Rulings Summaries
- You can tap one of your own, and in fact must if your opponents hav no creatures. [Guildpact FAQ 2005/12/22]
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Enchantment, 2WW (4)
If Leyline of the Meek is in your opening hand, you may begin the game with it in play. Creature tokens get +1/+1. Where strength and humility converge.
Illus. Mark Zug
Crystal Keep Rulings Summaries
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Creature - Human Knight 1/1, W (1)
Vigilance {4}{W}: Lionheart Maverick gets +1/+2 until end of turn. Your signet is no symbol of power. It marks only your need for numbers to aid you. What do you do, guild-rat, now that you face my blade alone?
Illus. Hideaki Takamura
Crystal Keep Rulings Summaries
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Creature - Spirit 1/1, W (1)
{W}, Sacrifice a creature: Target creature can't attack this turn. Rakdos cultists hanged her for sport in the township square. Her ghost now stands vigil at what has become known as the Tree of Weeping.
Illus. Alex Horley-Orlandelli
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Creature - Human Cleric 0/1, W (1)
Defender (This creature can't attack.) As Order of the Stars comes into play, choose a color. Order of the Stars has protection from the chosen color.1 As stoic as the marble halls, as unblinking as the stars upon their shields.
Illus. Heather Hudson
Crystal Keep Rulings Summaries
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Enchantment - Aura, W (1)
Enchant creature Enchanted creature has first strike. {1}{B}: Enchanted creature gets +2/+2 until end of turn. Shadow lances are crafted from harvested souls. The more wicked the sinner, the keener the blade.
Illus. Hideaki Takamura
Crystal Keep Rulings Summaries
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Creature - Gargoyle 2/1, 2W (3)
Flying When Shrieking Grotesque comes into play, if {B} was spent to play Shrieking Grotesque, target player discards a card. Orzhov mage-sculptors bring their stone to life before they carve it. The shrieking begins as soon as the mouths are formed.
Illus. Dany Orizio
Crystal Keep Rulings Summaries
- The comes into play ability triggers if at least one black mana was spent to play the spell as part of the generic mana cost portion. [D'Angelo 2006/01/22]
- If the creature is put into play without having been played as a spell, no mana was spent to play it, so its ability won't trigger. [Guildpact FAQ 2005/12/22]
- If a card such as Clone comes into play as a copy of one of these creatures, its comes-into-play ability will trigger if mana of the appropriate color was spent to play the copy card. [Guildpact FAQ 2005/12/22]
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Enchantment - Aura, 3W (4)
Enchant creature Enchanted creature has "{T}: This creature deals damage equal to its power to target attacking or blocking creature." Steel rusts. Arrows break. But righteousness is always strong, always sharp.
Illus. Ben Thompson
Crystal Keep Rulings Summaries
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Creature - Human Soldier 3/3, 4W (5)
As long as Skyrider Trainee is enchanted, it has flying. Of course I plan on going up. Kang here is the most trusted 'fin on the squad. Afraid? Me? No, I'm just . . . waiting for the right wind conditions.
Illus. Adam Rex
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Creature - Elephant Wizard 3/3, 3WW (5)
Whenever an opponent plays a spell, that player sacrifices a permanent unless he or she pays {1}. His assistants calculate the amount of the tribute. He measures out the punishment for delinquency.
Illus. Greg Staples
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Sorcery, 8WW (10)
Put X 1/1 white Pegasus creature tokens with flying into play, where X is your life total. When you hear thunder on a cloudless day, take cover and brace for the coming of the storm herd. - Skotov, Tin Street basket vendor
Illus. Jim Nelson
Crystal Keep Rulings Summaries
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Instant, 1W (2)
Untap all creatures you control. Draw a card. The call came, spell-borne through mortar and stone to the ear of every soldier. The call came, and the advantage was ours. - Lodusz, captain of the watch
Illus. Aleksi Briclot
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