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Shards of Alara
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Tenth Edition
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Rules:
Rulings Summaries
Comprehensive Rules
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Torment  Qualen Tourment Tormento Tormento Tormento
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Creature - Angel 5/5, 6W (7)
Flying, first strike Bitter vengeance never glowed so bright nor sang so sweet.
Illus. rk post
Crystal Keep Rulings Summaries
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Creature - Bird Soldier 1/1, 3W (4)
Flying {2}{W}, Discard a card: Aven Trooper gets +1/+2 until end of turn.1 The very skies seethe with the aven's hatred for the Cabal.
Illus. Greg Staples
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Sorcery, 1WW (3)
Destroy all enchantments. Threshold - If seven or more cards are in your graveyard, instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way.1
Illus. Ron Spears
Crystal Keep Rulings Summaries
- The local enchantments returning to play are placed on any legal permanent of your choice. Doing this does not target the permanent. If there is no legal permanent for a local enchantment, it remains in the graveyard. [D'Angelo 2003/07/23]
- Local enchantments (Auras) returning to play can only enchant something that was already in play. An Enchant Enchantment returning to play cannot be placed on an enchantment that is also in the process of returning to play. [D'Angelo 2003/07/23]
- Note - Also see Threshold, Rule 502.23.
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Instant, 1W (2)
If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead. Draw a card.1
Illus. Greg & Tim Hildebrandt
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Enchantment - Aura, 2W (3)
Enchant creature As Floating Shield comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.1
Illus. Keith Garletts
Crystal Keep Rulings Summaries
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Instant, 2W (3)
Destroy target enchantment. Madness {W} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)1 By definition, madness ends in one of two ways: clarity ... or death.
Illus. Mark Brill
Crystal Keep Rulings Summaries
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Enchantment, 1W (2)
{W}, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn. {W}, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn.1
Illus. Christopher Moeller
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Legendary Creature - Bird Soldier 2/3, 3W (4)
Flying {3}{W}{W}, Sacrifice Major Teroh: Remove all black creatures from the game. "I am the holy wind that shall avenge the Cabal's victims."
Illus. Daren Bader
Crystal Keep Rulings Summaries
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Creature - Human Monk Cleric 2/1, 1WW (3)
Vigilance {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.1
Illus. Mark Brill
Crystal Keep Rulings Summaries
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Sorcery, 1W (2)
Remove all cards in all graveyards from the game. "The spirits of the righteous shall rise into the sky. Even dirtwalkers will fly like aven." - Major Teroh
Illus. Tony Szczudlo
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Creature - Bird 1/2, 1W (2)
Flying Threshold - Mystic Familiar gets +1/+1 and has protection from black as long as seven or more cards are in your graveyard.1 They soar, and the mystics follow.
Illus. Edward P. Beard, Jr.
Crystal Keep Rulings Summaries
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Instant, W (1)
Prevent all damage a source of your choice would deal this turn. "Inhale life. Exhale pain." - Mystic elder
Illus. Adam Rex
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Creature - Human Nomad Horror 3/3, 2WW (4)
Vigilance Threshold - As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."1
Illus. Eric Peterson
Crystal Keep Rulings Summaries
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Creature - Human Soldier 2/2, 2W (3)
Vigilance Threshold - As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control."1
Illus. Gary Ruddell
Crystal Keep Rulings Summaries
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Instant, 3W (4)
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback-{1}{W}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)1
Illus. rk post
Crystal Keep Rulings Summaries
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Creature - Human Cleric 2/2, 2W (3)
{T}: Each player loses 1 life for each Swamp he or she controls.1 "How to punish the guilty is up to the Ancestor. Deciding who merits such punishment is up to me."
Illus. Matt Cavotta
Crystal Keep Rulings Summaries
- Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".
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Enchantment - Aura, 1W (2)
Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness {W} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)1 Don't mistake isolation for safety.
Illus. Jerry Tiritilli
Crystal Keep Rulings Summaries
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Creature - Human Cleric 1/4, 3W (4)
When Teroh's Faithful comes into play, you gain 4 life. The light of reason follows them even into battle.
Illus. Greg & Tim Hildebrandt
Crystal Keep Rulings Summaries
- Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".
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Creature - Human Nomad 2/3, 3W (4)
Flash Threshold - As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn."1
Illus. Greg & Tim Hildebrandt
Crystal Keep Rulings Summaries
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Enchantment, 3WWW (6)
You don't lose the game for having 0 or less life. When you have 20 or more life, you lose the game. Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)1
Illus. Rebecca Guay
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