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Rules:
Rulings Summaries
Comprehensive Rules
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Invasion  Invasion Invasion Invasione Invasión Invasão
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Creature - Leech 1/3, W (1)
White spells you play cost {W} more to play. "Its stones seem to serve a healing function, but removing them intact is an exhausting process." -Tolarian research notes
Illus. Edward P. Beard, Jr.
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Creature - Angel 3/3, 4W (5)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life.1 "In times like these, people need to be reminded of compassion." -Sisay
Illus. Mark Tedin
Crystal Keep Rulings Summaries
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Creature - Human Soldier 1/2, 1W (2)
Kicker {2} (You may pay an additional {2} as you play this spell.) Vigilance If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it.1
Illus. Paolo Parente
Crystal Keep Rulings Summaries
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Legendary Creature - Human Cleric 2/3, 3WW (5)
{X}, {T}: Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way. "Healing is a gift the divine ones have shared with us. It is a sacred trust."
Illus. Rebecca Guay
Crystal Keep Rulings Summaries
- Spending only white mana applies to the ability regardless of which mode you choose. [Invasion FAQ 2000/10/03]
- Cost modifiers which add a cost are not restricted to only white mana. [D'Angelo 2000/10/14]
- Note - Also see Legendary, Rule G12.9.
- Note - Also see Modal Spells and Abilities, Rule G13.13.
- Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became "Cleric". Then with Oracle 2007/10/01 it became "Human Cleric".
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Creature - Human Wizard 1/4, 2W (3)
Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land.1
Illus. Randy Gallegos
Crystal Keep Rulings Summaries
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Creature - Human Soldier 2/4, 3W (4)
{3}{U}, {T}: Draw a card. The detailed dispatch could be summarized in four words: "Time is running out."
Illus. Don Hazeltine
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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Creature - Human Knight 2/2, 2W (3)
Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike.1
Illus. Paolo Parente
Crystal Keep Rulings Summaries
- If you paid the kicker, it comes into play with first strike and retains this ability until it leaves play. [D'Angelo 2000/10/14]
- Note - Also see First Strike, Rule 502.2.
- Note - Also see Kicker, Rule 502.21.
- Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".
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Creature - Human Soldier 1/2, 1W (2)
{W}, {T}: Tap target creature. "I'm up here. You're down there. Now who's the lower life form?"
Illus. Ken Meyer, Jr.
Crystal Keep Rulings Summaries
- Note - See Icy Manipulator for related rulings.
- Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".
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Sorcery, 2W (3)
Tap all nonwhite creatures. An angel's sword impales only the body; her righteousness penetrates the soul.
Illus. Marc Fishman
Crystal Keep Rulings Summaries
- Will not tap a creature that is both white and another color. [Invasion FAQ 2000/10/03]
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Creature - Unicorn 1/2, 1W (2)
{1}{W}, {T}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capashen riders were stern and humorless even before their ancestral home was reduced to rubble.
Illus. Jerry Tiritilli
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Creature - Human Cleric 1/1, 1W (2)
Protection from red {W}: Target creature gains protection from red until end of turn. The faithful will walk through streams of fire and emerge unscathed. -Crimson acolyte creed
Illus. Orizio Daniele
Crystal Keep Rulings Summaries
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Creature - Human Knight 2/2, 2WW (4)
Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control.1 "My only dream is to destroy the nightmares of others."
Illus. Edward P. Beard, Jr.
Crystal Keep Rulings Summaries
- It counts all opponents' swamps. [Invasion FAQ 2000/10/03]
- Note - Also see Protection, Rule 502.7.
- Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".
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Sorcery, 4W (5)
Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play.1
Illus. Jeff Easley
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Instant, 2W (3)
Kicker {2}{U} (You may pay an additional {2}{U} as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards.1
Illus. Mark Tedin
Crystal Keep Rulings Summaries
- If the target is not legal on resolution, the spell is countered and you do not get to draw the two cards. [D'Angelo 2001/03/12]
- Note - Also see Kicker, Rule 502.21.
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Enchantment, 2W (3)
If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead. "Serra's light isn't easily extinguished." -Reya Dawnbringer
Illus. Ron Spears
Crystal Keep Rulings Summaries
- This is not preventing damage since it does not use the word "prevent". It is a replacement. [D'Angelo 2002/06/18]
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Enchantment, 3W (4)
At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice can attack this turn.1
Illus. Randy Gallegos
Crystal Keep Rulings Summaries
- Creatures which comes into play (or cards which become creatures) after the beginning of combat ability resolves are not placed in either pile and are not affected by this ability. [Jordan 2001/02/13]
- The effect is best understood if you read it as "creatures in the pile the player does not choose cannot attack this turn." [D'Angelo 2002/06/18]
- If you have two of these, then two of these effects will be applied in order. The first time, the player gets to pick a set that can attack and the other set cannot. The second time, it does not matter what you do with the set that could not attack, so you split up the ones that still could attack. [D'Angelo 2002/06/18]
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Creature - Angel 2/2, 3W (4)
Flying {U}: Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.)1 "We turned to see where the blow came from and saw only a distant light." -Capashen lord
Illus. Ciruelo
Crystal Keep Rulings Summaries
- You can play the shroud ability in response to this card being targeted by a spell or ability. If you do so, then the spell or ability will fail to do anything to this card since this card will now be an illegal target. [Invasion FAQ 2000/10/03]
- Note - Also see Shroud, Rule 502.36.
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Sorcery, 4W (5)
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest.1 "The earth shook, the sky rained fire, and it seemed the world was ending." -Benalish refugee
Illus. Greg Staples
Crystal Keep Rulings Summaries
- You sacrifice all lands other than the chosen ones. Since you can only choose basic lands, your non-basic lands are all going to be sacrificed (unless you have non-basic lands that also count as a basic land type, in which case you could choose them). [D'Angelo 2001/01/16]
- If a land counts as multiple basic land types (for example, Taiga is both a Forest and a Mountain), you can choose it for either or for both of those land types. [Jordan 2001/02/12]
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Enchantment, 2WW (4)
As Harsh Judgment comes into play, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.1 "At least they remember me." -Gerrard
Illus. Carl Critchlow
Crystal Keep Rulings Summaries
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Instant, W (1)
Prevent all combat damage that would be dealt this turn. "Will history remember this as the day demons arrived or the day saviors arrived?" -Barrin
Illus. Pete Venters
Crystal Keep Rulings Summaries
- Extended tournaments (see Rule 803) banned this card until 2000/10/01.
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