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Rules:
Rulings Summaries
Comprehensive Rules
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Judgment  Abrechnung Jugement Sentenza Juicio Julgamento
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Creature - Human Cleric 4/4, 5WW (7)
First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.1 Empowered by generations of strength.
Illus. Pete Venters
Crystal Keep Rulings Summaries
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Instant, 2W (3)
Creatures you control get +0/+2 until end of turn. Threshold - If seven or more cards are in your graveyard, creatures you control also gain protection from the color of your choice until end of turn.1
Illus. Roger Raupp
Crystal Keep Rulings Summaries
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Sorcery, 2WW (4)
Put two 1/1 white Bird creature tokens with flying into play. Flashback-Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)1
Illus. Randy Gallegos
Crystal Keep Rulings Summaries
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Creature - Bird Soldier 2/2, 3W (4)
Flying Threshold - Battlewise Aven gets +1/+1 and has first strike as long as seven or more cards are in your graveyard.1 Experience is a good teacher, not a kind one.
Illus. Wayne England
Crystal Keep Rulings Summaries
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Creature - Human Cleric 1/1, W (1)
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. "My destiny is to save others so their destinies may be achieved."
Illus. Roger Raupp
Crystal Keep Rulings Summaries
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Creature - Human Nomad 1/6, 4W (5)
Vigilance1 "We have been victims of treachery, of the Cabal, and of our own ambitions. No more." - Commander Eesha
Illus. Roger Raupp
Crystal Keep Rulings Summaries
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Enchantment - Aura, 1W (2)
Enchant creature Enchanted creature gets +2/+2 and can't attack.1 "Power often costs too high of a price." - Commander Eesha
Illus. Scott M. Fischer
Crystal Keep Rulings Summaries
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Instant, 3W (4)
Destroy target attacking creature. You gain life equal to its power. "Why do we pray to the Ancestor? Because She listens." Mystic Elder
Illus. Carl Critchlow
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Legendary Creature - Bird Soldier 2/4, 2WW (4)
Flying, protection from creatures "War glides on the simplest updrafts while peace struggles against hurricane winds. It is the way of the world. It must change."
Illus. Rebecca Guay
Crystal Keep Rulings Summaries
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Instant, W (1)
Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play. "Raze the body. Raise the soul." - Mystic Elder
Illus. Carl Critchlow
Crystal Keep Rulings Summaries
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Creature - Incarnation 3/3, 3WW (5)
Flying {2}{W}: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. "Glory was gone; Glory was everywhere." - Scroll of Beginnings
Illus. Donato Giancola
Crystal Keep Rulings Summaries
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Sorcery, 3WW (5)
You may choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.1 She wished for nobility, but not for a nation to honor it.
Illus. Alan Pollack
Crystal Keep Rulings Summaries
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Instant, 1W (2)
Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. "May the Ancestor strengthen my hand and guide my blade." - Nomad war prayer
Illus. Dave Dorman
Crystal Keep Rulings Summaries
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Instant, 1W (2)
Tap up to two target creatures. "Never underestimate our enemy's strength, brutality, ... or stupidity." - Commander Eesha
Illus. Adam Rex
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Creature - Human Nomad Cleric 2/2, 2W (3)
{W}, {T}: Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.)1 Nomads weave tales thicker than tapestries.
Illus. Eric Peterson
Crystal Keep Rulings Summaries
- You pick the creature during resolution. [Judgment FAQ 2002/05/28]
- Note - Also see Aura, Rule G1.30.
- Note - This card was of creature type "Cleric" until Tenth Edition and Oracle 2007/07/13 when it became "Human Nomad Cleric".
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Creature - Bird Soldier Spirit 0/0, 3WW (5)
Flying Phantom Flock comes into play with three +1/+1 counters on it. If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock.1
Illus. David Martin
Crystal Keep Rulings Summaries
- Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
- The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
- If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
- If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]
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Creature - Spirit Nomad 0/0, 1W (2)
Phantom Nomad comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.1
Illus. Jim Nelson
Crystal Keep Rulings Summaries
- Remove one counter each time it would be damaged. If it was going to take more than one point of damage, you prevent all the damage and still only remove one counter. [Judgment FAQ 2002/05/28]
- The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero. [Judgment FAQ 2002/05/28]
- If unpreventable damage is applied to this card, you still remove a counter even though the prevention fails. [Barclay 2002/05/22]
- If this card takes damage from multiple sources at once (for example if it is blocked by multiple creatures in combat), it only loses one counter. [Barclay 2002/05/22]
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Instant, 2W (3)
Prevent all damage that sources of the color of your choice would deal this turn. Flashback-Tap an untapped white creature you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)1
Illus. Eric Peterson
Crystal Keep Rulings Summaries
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Creature - Human Cleric 1/3, 2W (3)
{T}: Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play.1 Our unity revives our hopes.
Illus. Jeff Easley
Crystal Keep Rulings Summaries
- You can't play this ability unless a single opponent has at least three cards in their graveyard to target and that you have a creature card in your graveyard to target. [Judgment FAQ 2002/05/28]
- Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".
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Instant, 1W (2)
Destroy target enchantment. Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)1 Webs of illusion unravel in the light of truth.
Illus. Doug Chaffee
Crystal Keep Rulings Summaries
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