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Time Spiral Timeshifted  Zeitspirale Timeshifted Spirale Temporelle Timeshifted Spirale Temporale Timeshifted Espiral del Tiempo Timeshifted Time Spiral Timeshifted Time Spiral Timeshifted Time Spiral Timeshifted Спираль времени репринты
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Legendary Creature - Angel 6/6, 5WWW (8)
Flying, first strike, vigilance, trample, haste, protection from black and from red1 "No rest. No mercy. No matter what."
Illus. Ron Spears
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Creature - Atog 1/2, 1W (2)
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. The auratog enjoys eating its wards.
Illus. Jeff Miracola
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Enchantment, 1WW (3)
Lands you control are Plains. Nonland cards you own that aren't on the battlefield, spells you control, and nonland permanents you control are white. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.1
Illus. Liz Danforth
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: The effect to turn all your non-land cards (including artifacts) white is the effect of a static ability. Thus, a color change on a permanent prior to Celestial Dawn entering the battlefield will be overridden by Celestial Dawn's effect.
- 10/4/2004: Celestial Dawn does not change the type of lands which are not on the battlefield. Lands not on the battlefield are what they say they are.
- 10/4/2004: Will not add or remove Snow Supertype from a land.
- 10/4/2004: You may use a different color mana than the color required for spells and abilities that require a specific color. If you do, and the spell or ability checks the actual color of the mana, it can tell the difference.
- 10/4/2004: If you pay white mana to activate an ability that can only be activated by spending another color of mana, then any limitations on activating the ability (such as the number of times it can be activated each turn) still apply as if you spent the proper color.
- 10/4/2004: Celestial Dawn no longer changes mana symbols on cards.
- 9/25/2006: Mana produced by spells you control and nonland permanents you control isn't affected by Celestial Dawn. Llanowar Elves will produce {G}, for example. However, any colored mana may be spent only on the colorless part of costs.
- 9/25/2006: Land cards you own that aren't on the battlefield aren't changed to Plains.
- 9/25/2006: If you have nonwhite mana in your mana pool when Celestial Dawn enters the battlefield, it remains there but you can spend it only on the colorless part of costs.
- 9/25/2006: "Enters the battlefield" triggered abilities of lands you play won't trigger since the lands will enter the battlefield as Plains. Effects that modify how those lands enter the battlefield, however, will still work. For example, if you play a Dimir Aqueduct, it will enter the battlefield tapped as a Plains, but you won't return a land to your hand.
- 9/25/2006: If you use a text-changing effect such as Mind Bend on Celestial Dawn to change the word "Plains" to a different land type, your lands are all of that new land type, and they will produce mana of the appropriate color for that type.
- 9/25/2006: If a permanent enters the battlefield while Celestial Dawn is on the battlefield, and then Celestial Dawn leaves the battlefield, the permanent's color will revert to the colors in its mana cost.
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Enchantment - Aura, W (1)
Enchant land Enchanted land is indestructible and can't be enchanted by other Auras.1
Illus. Jeff A. Menges
Gatherer Card Rulings [Nov 2009]
- 4/1/2005: The land can be targeted by land-destroying spells and the spell will resolve, but the land will simply not be destroyed.
- 9/25/2006: If Consecrate Land enters the battlefield attached to a land that's enchanted by other Auras, those Auras are put into their owners' graveyards.
- 9/25/2006: An indestructible permanent can't be destroyed, but it can still be sacrificed, exiled, put into a graveyard, and so on.
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Creature - Human Rebel 2/2, 2W (3)
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. {5}, {T}: Search your library for a Rebel permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library.1
Illus. Pete Venters
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You do not have to find a Rebel card if you do not want to.
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Instant, 1W (2)
Destroy target artifact or enchantment.
Illus. Amy Weber
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: This is not modal. If the target changes from an artifact to an enchantment or vice versa, this still destroys it.
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Enchantment, 2WW (4)
Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from the battlefield, return it to your hand.1
Illus. Harold McNeill
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: Enduring Renewal only affects creature cards that are "drawn". It doesn't affect cards that are put into your hand from your library, or from anywhere else.
- 10/4/2004: If the creature is only a creature due to an effect, it still goes to your hand. This includes any way to animate a card.
- 10/4/2004: Token creatures cease to exist if they leave the battlefield, so this effect will not let you get them in your hand.
- 7/15/2006: The last ability is now a triggered ability, not a replacement effect. That means your opponent has the opportunity to remove the card from your graveyard while the triggered ability is still on the stack.
- 9/25/2006: Unless something weird happens, the card you draw as a result of the second ability will be the card you revealed.
- 9/25/2006: If, after the last ability triggers, the creature card is removed from your graveyard in response, it won't be returned to your hand.
- 4/1/2008: A "creature card" is any card with the type Creature, even if it has other types such as Artifact, Enchantment, or Land. Older cards of type Summon are also Creature cards.
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Creature - Sliver 3/3, 3W (4)
Whenever a Sliver deals damage, its controller gains that much life. The slivers would survive, even at the expense of every other creature on Otaria.
Illus. Glen Angus
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You only gain the life when the triggered ability resolves. If you are reduced to zero life before the ability resolves, you will lose before gaining the life.
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Instant, 1W (2)
The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.1
Illus. Jeff Miracola
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Creature - Human Soldier 1/1, W (1)
Icatian Javelineers enters the battlefield with a javelin counter on it. {T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.1
Illus. Scott Kirschner
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Creature - Human Knight 3/3, 2WW (4)
Trample Members of the elite Moorish Cavalry are very particular about their mounts, choosing only those whose bloodlines have been pure for generations.
Illus. Dameon Willich
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Sorcery, 2WW (4)
Return target creature card from your graveyard to the battlefield.1
Illus. Dan Frazier
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Enchantment, 2W (3)
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. {1}{W}: Put a 1/1 white Pegasus creature token with flying onto the battlefield.1 "Do not go there, do not go / unless you rise on wings, unless you walk on hooves." —"Song to the Sun," Femeref song
Illus. Margaret Organ-Kean
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: It can be used during upkeep to create a Pegasus token in time for it to be sacrificed.
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Creature - Soltari Cleric 2/1, WW (2)
Protection from red Shadow (This creature can block or be blocked by only creatures with shadow.)1 "In Rath," the priest said, "there is even greater need for prayer."
Illus. Janet Aulisio
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Creature - Human Soldier 1/2, 1W (2)
"Of twenty yeer of age he was, I gesse. Of his stature he was of evene lengthe. And wonderly delyvere, and of greete strengthe." —Geoffrey Chaucer, The Canterbury Tales
Illus. Denise Detwiler
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Creature - Incarnation 2/2, 3W (4)
First strike As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.1 "The cracks widened, the shell crumbled, and Valor spread throughout the land." —Scroll of Beginnings
Illus. Kev Walker
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Creature - Human Cleric 1/1, 2WW (4)
{T}: Witch Hunter deals 1 damage to target player. {1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.1
Illus. Jesper Myrfors
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Creature - Human Knight 2/2, 2W (3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}{W}: Target Knight creature gets +1/+1 until end of turn.1 "Command is the act of balancing on a vine and convincing others that it is firm ground." —Sidar Jabari
Illus. Stuart Griffin
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Creature - Fish 4/1, UU (2)
Dandân can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandân.1 "Catch good today. Start replacing crew tomorrow." —Faysal al-Mousa, fisher captain, log
Illus. Drew Tucker
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Creature - Human 1/1, U (1)
Flying Saffiyah clapped her hands and twenty flying men appeared at her side, each well trained in the art of combat.
Illus. Christopher Rush
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