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Time Spiral  Zeitspirale Spirale Temporelle Spirale Temporale Espiral del Tiempo Time Spiral Time Spiral Time Spiral Спираль времени
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Creature - Kithkin Rebel Scout 2/1, 1W (2)
{4}, {T}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.1 The people of Amrou were scattered by war and driven into hiding. Scouts maintain the beacon fires that signal "return" and "home."
Illus. Quinton Hoover
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Creature - Kithkin Rebel 2/2, 2W (3)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures. The paradise of Amrou Haven had become a field of cinders. Its people struggled to survive, hoping to see visions of its past in the strange storms that quickly passed.
Illus. Quinton Hoover
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Instant, W (1)
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.1
Illus. Mark Zug
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: The last sentence applies only if your life total is being reduced by damage. Other effects or costs (such as "lose 1 life" or "pay 1 life") can reduce your life total below 1 as normal.
- 9/25/2006: If an effect asks you to pay life, you can't pay more life than you have.
- 9/25/2006: If your life total goes below 1, being dealt damage will not increase it back up to 1.
- 9/25/2006: If your life total goes below 1 or you get a tenth poison counter, you will lose the game when this effect wears off.
- 9/25/2006: The last sentence is not a prevention effect, but it does stop unpreventable damage from reducing your life total below 1.
- 9/25/2006: The last sentence doesn't change how much damage is dealt; it just changes how much life that damage makes you lose. An effect such as Spirit Link will see the full amount of damage being dealt.
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Creature - Human Knight 2/2, 1W (2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) "My people swore to protect Benalia to the end. It is battered, but yet stands, as do we."
Illus. Parente
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Creature - Bird Soldier 3/3, 4W (5)
Flying
As long as Castle Raptors is untapped, it gets +0/+2.1 "Each place we see is as ruined and lifeless as the last. So here we stay, because this ruin is ours."
Illus. Christopher Moeller
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Creature - Human Knight 3/3, 2WW (4)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)1
Illus. Thomas M. Baxa
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: Cavalry Master adds only one instance of flanking per creature, even if that creature already has multiple instances of flanking.
- 9/25/2006: If a creature without flanking is given flanking by another effect, then this ability will grant a second instance. Similarly, if a creature loses flanking, then it won't get the Calvary Master instance either.
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Creature - Spirit 2/2, 2WW (4)
Flash (You may cast this spell any time you could cast an instant.)
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Flying
Other white creatures get +1/+1.1
Illus. Jim Murray
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Creature - Human Rebel Cleric 1/1, W (1)
Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.) "We have a proud history of self-sacrifice. But it is easy, in these bleak times, to find one among us who is eager to die for any cause." —Tavalus, acolyte of Korlis
Illus. Quinton Hoover
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: If your life total drops to 0 or less, it's too late to use this ability before losing the game.
- 9/25/2006: The life you gain is based on the total of all changes where your life total went down during the turn, not the net downward change. So if you lose 5 life, gain 3 life, and then lose 2 more life before activating this ability, the ability causes you gain 7 life, not 4.
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Creature - Giant 5/5, 5W (6)
{1}{W}: Return Chronosavant from your graveyard to the battlefield tapped. You skip your next turn.1 "In my dreams, I hear the voices of my future selves who have died in times yet to come. I use that knowledge to avoid those dark futures and continue my search for peace."
Illus. Pete Venters
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: If Chronosavant is in your graveyard, you can activate this ability multiple times in response to itself. The first one that resolves will return Chronosavant to the battlefield and make you skip your next turn. The others will just make you skip turns.
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Creature - Bird 2/2, 1WW (3)
Flying
When Cloudchaser Kestrel enters the battlefield, destroy target enchantment.
{W}: Target permanent becomes white until end of turn.1
Illus. Daren Bader
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Creature - Human Cleric Archer 1/2, 1WW (3)
{T}: D'Avenant Healer deals 1 damage to target attacking or blocking creature.
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.1 "One arrow keenly fired might prevent more battlefield wounds than I could treat."
Illus. Michael Sutfin
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Enchantment - Aura, W (1)
Enchant creature
Enchanted creature's activated abilities can't be activated.
{1}{W}: Attach Detainment Spell to target creature.1 Bind the mind rather than the wrist, and you stop the intent to harm before it starts.
Illus. Darrell Riche
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: Detainment Spell prevents mana abilities of the enchanted creature from being activated.
- 9/25/2006: Morph isn't an activated ability, so Detainment Spell doesn't prevent face-down creatures from being able to turn face up.
- 9/25/2006: Responding to a creature's activated ability being activated by moving Detainment Spell onto that creature won't affect the ability that was just activated.
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Sorcery, 3W (4)
You gain 2 life for each creature target player controls.
Suspend 5-{1}{W} (Rather than cast this card from your hand, you may pay {1}{W} and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)1
Illus. Jeremy Jarvis
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Creature - Bird 3/3, 5W (6)
Flying, protection from black
Suspend 3-{1}{W} (Rather than cast this card from your hand, you may pay {1}{W} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)1
Illus. Una Fricker
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Creature - Human Rebel 1/1, 1W (2)
{T}: Tap target creature with toughness 2 or less. "Heed my words, traveler. Plagues, war, desolation . . . all mere hints of what is yet to come from Dominaria's vault of horrors."
Illus. Liz Danforth
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Sorcery, 4W (5)
Buyback {2}{W}{W} (You may pay an additional {2}{W}{W} as you cast this spell. If you do, put this card into your hand as it resolves.)
Gain control of target creature of an opponent's choice that he or she controls.1
Illus. Randy Elliott
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: When you put the spell on the stack, you choose an opponent, then that opponent chooses the target. This is not a choice made on resolution.
- 9/25/2006: The target of the spell is a creature the chosen opponent controls. As Evangelize resolves, if the target isn't a creature controlled by the chosen opponent, Evangelize will be countered. If Evangelize's target is changed (via Shunt, for example), the new target must be a creature controlled by the chosen opponent.
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Creature - Spirit 2/2, 3W (4)
Flying
{3}{W}: Exile Flickering Spirit, then return it to the battlefield under its owner's control.1 It disappears each time with the hope that it will not return to the same desolation it left behind.
Illus. Alex Horley-Orlandelli
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: When the ability resolves, Flickering Spirit is exiled, then immediately returned to the battlefield. It returns as a "new" creature. Any counters, Auras, and so on are removed. Any spells or abilities targeting Flickering Spirit no longer target it.
- 9/25/2006: If Flickering Spirit's ability is activated, any "as this enters the battlefield" choices for it are made by its owner, not its previous controller.
- 2/1/2007: If a token copy of Flickering Spirit uses its activated ability, the token will not return to the battlefield, because of the rule that says tokens that leave the battlefield can't return.
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Creature - Human Soldier 0/5, 3W (4)
Flash (You may cast this spell any time you could cast an instant.)
Defender
Foriysian Interceptor can block an additional creature.1 A focal point for time rifts, Foriys contends simultaneously with foes both new and old.
Illus. Anson Maddocks
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: The third ability normally lets Foriysian Interceptor block two creatures. If another effect also lets it block an additional creature, the effects are cumulative.
- 9/25/2006: If an effect says Foriysian Interceptor can't block, then it can't block any creatures.
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Instant, 2W (3)
Choose one - Creatures you control get +2/+0 until end of turn; or creatures you control get +0/+2 until end of turn.1 "Where metal is tainted and wood is scarce, we are best armed by faith." —Tavalus, acolyte of Korlis
Illus. Christopher Moeller
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Sorcery, W (1)
As an additional cost to cast Gaze of Justice, tap three untapped white creatures you control.
Exile target creature.
Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)1
Illus. John Avon
Gatherer Card Rulings [Nov 2009]
- 9/25/2006: The additional cost must be paid if Gaze of Justice is cast with flashback.
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