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Rulings Summaries
Comprehensive Rules
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Morningtide  Morgenluft Lèveciel Aurora Alborada Alvorecer モーニングタイド 晨光 Рассвет Morningtide (ZH_TW)
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Tribal Artifact - Rogue Equipment, 2 (2)
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it. Equip {3}1
Illus. Daren Bader
Crystal Keep Rulings Summaries
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Tribal Artifact - Wizard Equipment, 3 (3)
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card." Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it. Equip {3}
Illus. Wayne England
Crystal Keep Rulings Summaries
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Artifact, 4 (4)
As Door of Destinies comes into play, choose a creature type. Whenever you play a spell of the chosen type, put a charge counter on Door of Destinies. Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.1
Illus. Larry MacDougall
Crystal Keep Rulings Summaries
- This card gets a counter when the spell is played, even if it is later countered. [D'Angelo 2008/02/05]
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Tribal Artifact - Warrior Equipment, 3 (3)
Equipped creature gets +2/+1 and has haste. Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it. Equip {3} It's the flint that sparks a warrior's rage.
Illus. Jeff Easley
Crystal Keep Rulings Summaries
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Tribal Artifact - Shaman Equipment, 2 (2)
Equipped creature has "{2}, {T}: This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature." Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it. Equip {4}
Illus. Jesper Ejsing
Crystal Keep Rulings Summaries
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Tribal Artifact - Soldier Equipment, 2 (2)
Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature." Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it. Equip {2}
Illus. Alan Pollack
Crystal Keep Rulings Summaries
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Land - Forest
({T}: Add {G} to your mana pool.) As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped. {T}: Add {W} or {B} to your mana pool. Murmuring Bosk deals 1 damage to you.1
Illus. John Avon
Crystal Keep Rulings Summaries
- Murmuring Bosk is a Forest, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do. [Morningtide FAQ 2008/01/15]
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Land
{T}: Add {1} to your mana pool. {1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land. Some changelings born at Velis Vel never return, but their essence never leaves.
Illus. Fred Fields
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Land
As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.
Illus. Mark Tedin
Crystal Keep Rulings Summaries
- You can use the mana produced by Primal Beyond's last ability to pay an alternative cost (such as evoke) or additional cost incurred while playing an Elemental spell. It's not limited to just that spell's mana cost. [Morningtide FAQ 2008/01/15]
- The mana can't be spent to play activated abilities of Elemental sources that aren't in play (such as the reinforce ability of an Elemental card in your hand). [Morningtide FAQ 2008/01/15]
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Land
As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped. {T}: Add {W} to your mana pool. Reinforce 1-{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)1
Illus. Fred Fields
Crystal Keep Rulings Summaries
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