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Planeshift  Weltenwechsel Planeshift Congiunzione Transmigración Conjunção
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Instant, 1W (2)
Destroy target enchantment. Draw a card.1 "None of your history books mention me?", laughed Daria. "They will now."
Illus. Ron Walotsky
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You don't draw a card if this spell is countered. This can happen if the target is illegal on resolution.
- 10/4/2004: You still draw a card if the enchantment regenerates.
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Creature - Griffin 2/2, 3W (4)
Flying {W}: Target permanent becomes white until end of turn.1 Though a fierce fighter, its true value is that it inspires beleaguered forces.
Illus. Ciruelo
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Creature - Human Wizard 2/2, 2W (3)
{U}, {T}: Target creature gains flying and becomes blue until end of turn. When no birds are available, Kangee's disciples fill the sky with anything that's willing to fight.
Illus. Wayne England
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Instant, 2W (3)
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.1
Illus. John Avon
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Creature - Hound 2/2, 3W (4)
{2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. "A good guard is always alert. A great guard is also loyal." - Benalish kennelmaster
Illus. Mike Raabe
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You choose the target on activation and choose the permanent which is compared for color on resolution.
- 10/4/2004: You only check colors on resolution and not later when the damage prevention actually is applied.
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Enchantment - Aura, 1W (2)
Enchant creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.1 "Wear courage as your armor. Wield honor as your blade" - Gerrard
Illus. Terese Nielsen
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Enchantment - Aura, 2W (3)
Enchant creature When Hobble enters the battlefield, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black.1
Illus. Alan Pollack
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Creature - Human Soldier Scout 1/1, W (1)
When Honorable Scout enters the battlefield, you gain 2 life for each black and/or red creature target opponent controls.1 "I've faced your kind before. This time I'm ready for you."
Illus. Mike Ploog
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If a creature is both black and red, you gain 2 life, not 4.
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Enchantment, 2W (3)
When Lashknife Barrier enters the battlefield, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.1
Illus. Paolo Parente
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Sorcery, 4W (5)
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.1
Illus. Marc Fishman
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Instant, W (1)
Kicker {W} (You may pay an additional {W} as you cast this spell.) Target player can't cast spells this turn. If Orim's Chant was kicked, creatures can't attack this turn.1
Illus. Kev Walker
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: This spell does nothing to creatures which are already attacking. It does not remove attacking creatures from combat.
- 10/4/2004: This spell does not affect the abilities of permanents. It only affects spells.
- 8/1/2008: This can't be used as a counterspell. It will have no effect on spells which were on the stack when it was cast, nor on those cast in response to it.
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Enchantment, 2W (3)
{3}{W}: Target opponent reveals a card at random from his or her hand. You gain life equal to that card's converted mana cost. "I enjoy a good joke as much as thenext guy." - Commodore Guff
Illus. John Matson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If the opponent has no cards in hand, then no life is gained.
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Instant, W (1)
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If Pollen Remedy was kicked, prevent the next 6 damage this way instead.1
Illus. Ben Thompson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You can't choose zero targets. You must choose between 1 and 3 (or 6) targets.
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Creature - Human Cleric 1/2, 2W (3)
{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.1
Illus. Terese Nielsen
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If the color of that permanent changes after the ability takes effect, the color of protection that was granted does not change.
- 10/4/2004: The color is determined on resolution.
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Creature - Human Cleric 1/1, 1W (2)
Domain - {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.1
Illus. D. J. Cleland-Hura
Gatherer Card Rulings [Nov 2009]
- 2/1/2009: To determine the number of basic land types among lands you control, look at the lands you have on the battlefield and ask yourself whether the subtypes Plains, Island, Swamp, Mountain, and Forest appear within that group. The number of times you say yes (topping out at five) tells you how powerful your domain abilities will be.
- 2/1/2009: How many lands you control of a particular basic land type is irrelevant to a domain ability, as long as that number is greater than zero. As far as domain is concerned, ten Forests is the same as one Forest.
- 2/1/2009: A number of nonbasic lands have basic land types. Domain abilities don't count the number of lands you control -- they count the number of basic land types among lands you control, even if that means checking the same land twice. For example, if you control a Tundra, an Overgrown Tomb, and a Madblind Mountain, you'll have a Plains, Island, Swamp, Mountain, and Forest among the lands you control. Your domain abilities will be maxed out.
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Creature - Human Wizard 2/2, 2W (3)
Kicker {1}{G} and/or {2}{U} (You may pay an additional {1}{G} and/or {2}{U} as you cast this spell.) When Sunscape Battlemage enters the battlefield, if it was kicked with its {1}{G} kicker, destroy target creature with flying. When Sunscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, draw two cards.1
Illus. Tony Szczudlo
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Creature - Wall 0/3, 1W (2)
Defender (This creature can't attack.) Green spells and blue spells you cast cost {1} less to cast.1 The spirits of fallen battlemages can serve their guilds as familiars by joining with any physical form.
Illus. Brian Despain
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If a spell is both green and blue, you pay {1} less, not {2} less.
- 10/4/2004: The generic X cost is still considered generic even if there is a requirement that a specific color be used for it. For example, "only black mana can be spent this way". This distinction is important for effects which reduce the generic portion of a spell's cost.
- 10/4/2004: This can lower the cost to zero, but not below zero.
- 10/4/2004: The effect is cumulative.
- 10/4/2004: The lower cost is not optional like with some other cost reducers.
- 10/4/2004: Can never affect the colored part of the cost.
- 10/4/2004: If this card is sacrificed to pay part of a spell's cost, the cost reduction still applies.
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Instant, 3W (4)
Cast Surprise Deployment only during combat. You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it's on the battlefield.)1
Illus. Bradley Williams
Gatherer Card Rulings [Nov 2009]
- 5/1/2007: Putting the card onto the battlefield is optional. When the ability resolves, you can choose not to.
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Creature - Angel 2/2, 2WW (4)
Flying (This creature can't be blocked except by creatures with flying or reach.) As Voice of All enters the battlefield, choose a color. Voice of All has protection from the chosen color. (It can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)1
Illus. rk post
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Sorcery, 4U (5)
Domain - Target player draws a card for each basic land type among lands he or she controls.1 Each commander looked at the others and wondered who would be first to break the alliance.
Illus. Paolo Parente
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You draw one card per basic land type, not for each basic land. This makes it a maximum of 5 cards.
- 2/1/2009: To determine the number of basic land types among lands you control, look at the lands you have on the battlefield and ask yourself whether the subtypes Plains, Island, Swamp, Mountain, and Forest appear within that group. The number of times you say yes (topping out at five) tells you how powerful your domain abilities will be.
- 2/1/2009: How many lands you control of a particular basic land type is irrelevant to a domain ability, as long as that number is greater than zero. As far as domain is concerned, ten Forests is the same as one Forest.
- 2/1/2009: A number of nonbasic lands have basic land types. Domain abilities don't count the number of lands you control -- they count the number of basic land types among lands you control, even if that means checking the same land twice. For example, if you control a Tundra, an Overgrown Tomb, and a Madblind Mountain, you'll have a Plains, Island, Swamp, Mountain, and Forest among the lands you control. Your domain abilities will be maxed out.
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