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Urza's Destiny  Urzas Schicksal Destinée d'Urza Destino di Urza El Destino de Urza O Destino de Urza
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Creature - Human Cleric 1/2, 3W (4)
When Academy Rector is put into a graveyard from the battlefield, you may exile it. If you do, search your library for an enchantment card and put that card onto the battlefield. Then shuffle your library.1
Illus. Heather Hudson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You do not have to find an enchantment card if you do not want to, even if you have one in your library.
- 8/1/2005: An enchantment card is any Enchantment card, including Auras.
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Enchantment - Aura, W (1)
Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has "{T}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."1
Illus. Mark Brill
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If there is more than one Archery Training on a creature, each granted ability counts the counters on the Archery Training that granted that ability.
- 10/4/2004: You do not remove counters when using the ability.
- 10/4/2004: Putting on a counter is optional. If you forget, you can't go back later even if it is something you usually do.
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Creature - Human Knight 1/1, 1W (2)
First strike {1}{W}: Capashen Knight gets +1/+0 until end of turn. Few warriors dare to challenge a knight of Capashen. Should one do so, there is one fewer.
Illus. Kev Walker
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Enchantment - Aura, W (1)
Enchant creature Enchanted creature gets +1/+1. {2}, Sacrifice Capashen Standard: Draw a card.1 Benalia has no need for peacocks to serve as symbols of vanity. The Capashens strut more proudly than any bird.
Illus. Todd Lockwood
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Creature - Human Knight 2/2, 2W (3)
{W}: Capashen Templar gets +0/+1 until end of turn. Their shields are Benalia's outermost battlements.
Illus. Todd Lockwood
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Creature - Human Cleric 2/2, 2WW (4)
When False Prophet is put into a graveyard from the battlefield, exile all creatures.1 "You lived for Serra's love. Will you not die for it?"
Illus. Eric Peterson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: False Prophet only exiles creatures, which means only creature permanents which are on the battlefield. It won't exile itself since it is already in the graveyard.
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Instant, 1W (2)
Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card: Draw a card.)1 The best defense is to not get hit.
Illus. Paolo Parente
Gatherer Card Rulings [Nov 2009]
- 10/1/2008: Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
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Creature - Human Cleric 1/1, 1W (2)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.1 Commanders order soldiers to attack. Field surgeons order them to heal. Both are obeyed without question.
Illus. Heather Hudson
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Sorcery, 1W (2)
Exile target nontoken permanent, then return it to the battlefield under its owner's control.1 Who is truer: you who are, or you who are to be?
Illus. Douglas Shuler
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: It will trigger "enters the battlefield" abilities and "leaves the battlefield" abilities. Note that the card does not go to the graveyard, so it will not trigger "goes to the graveyard" abilities.
- 10/4/2004: This could be used to make the target of another spell or ability illegal if this wasn't a Sorcery (which makes it really hard to do that). This is because the Flickered permanent leaves the battlefield and then returns as a completely different permanent, and the targeted spell will not recognize it.
- 8/1/2005: This spell effectively "resets" the permanent to being just like it was freshly cast. All counters, Auras, effects, and so on are removed when it is exiled. Then it comes back onto the battlefield like new.
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Creature - Human Wizard 1/1, 3W (4)
{2}{W}, {T}: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.
Illus. Donato Giancola
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You can reveal zero cards and gain zero life.
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Enchantment - Aura, W (1)
Enchant creature Enchanted creature has protection from black and from red.1 The archangels zealously drove Serra's light into every corner of their new home as if their creator still commanded them.
Illus. Kev Walker
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If a text-changing effect is used to change one of the color words so it grants Protection from white, then it will cause itself to be put into the graveyard.
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Creature - Human Cleric 1/4, 4W (5)
{T}: Prevent the next 4 damage that would be dealt to target creature or player this turn.1 Behind his eyes is the pain of every soldier his hands have healed.
Illus. Adam Rex
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Enchantment, 2WW (4)
Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.1
Illus. John Avon
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: Does not animate itself. But can be animated by another Opalescence.
- 2/1/2006: With a Humility and two Opalescences on the battlefield, if Humility has the latest timestamp, then all creatures are 1/1 with no abilities. If the timestamp order is Opalescence, Humility, Opalescence, the second Opalescence is 1/1, and the Humility and first Opalescence are 4/4. If Humility has the earliest timestamp, then everything is 4/4.
- 8/1/2008: A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of his or her most recent turn.
- 10/1/2009: This is the current interaction between Humility and Opalescence: The type-changing effect applies at layer 4, but the rest happens in the applicable layers. The rest of it will apply even if the permanent loses its ability before it's finished applying. So if Opalescence, Humility, and Worship are on the battlefield and Opalescence entered the battlefield before Humility, the following is true: Layer 4: Humility and Worship each become creatures that are still enchantments. (Opalescence). Layer 6: Humility and Worship each lose their abilities. (Humility) Layer 7b: Humility becomes 4/4 and Worship becomes 4/4. (Opalescence). Humility becomes 1/1 and Worship becomes 1/1 (Humility). But if Humility entered the battlefield before Opalescence, the following is true: Layer 4: Humility and Worship each become creatures that are still enchantments (Opalescence). Layer 6: Humility and Worship each lose their abilities (Humility). Layer 7b: Humility becomes 1/1 and Worship becomes 1/1 (Humility). Humility becomes 4/4 and Worship becomes 4/4 (Opalescence).
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Creature - Human Monk Cleric 2/2, 2W (3)
When Reliquary Monk is put into a graveyard from the battlefield, destroy target artifact or enchantment.1 A thing of Serra's realm exists only by the grace of her followers' faith.
Illus. Thomas M. Baxa
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Sorcery, 3W (4)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)1 Treasures, trinkets, trash-the relics of the past are brought forth again.
Illus. Jim Nelson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: It determines what enchantments to return when its resolution starts. If more enchantments go to the graveyard during the resolution, those additional enchantments are ignored.
- 8/1/2005: You must return Auras if possible, even if this means enchanting an opponent's permanent with a good enchantment.
- 8/1/2005: Auras can only be placed on permanents that were on the battlefield before this effect started to resolve. You can't put an enchantment onto the battlefield with Replenish and put an Aura that is also entering the battlefield onto one of those enchantments.
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Enchantment, 1W (2)
Whenever an opponent taps a Mountain for mana, you may gain 1 life.1 "To forgive our enemies is to forgive ourselves."
Illus. Mark Brill
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: Gaining life is optional. If you forget, you can't go back later even if it is something you usually do.
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Instant, W (1)
Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.
Illus. Douglas Shuler
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You reveal cards, and thereby the amount of life gained, on resolution.
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Instant, 2WW (4)
Exile target enchantment. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and exile them. That player then shuffles his or her library.1
Illus. Eric Peterson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: Does not exile other cards of the same name that are on the battlefield. Just from the graveyard, hand, and library.
- 2/1/2005: Scour can target and exile cards that aren't always enchantments, but are enchantments when Scour is cast and resolves (such as creatures turned into enchantments by Soul Sculptor). Scour's exile effect only looks for cards by name, not type.
- 2/1/2005: The copies must be found if they are in publicly viewable zones. Finding copies while searching private zones is optional.
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Creature - Angel 2/2, 3W (4)
Flying {T}: Target attacking or blocking creature gets +2/+2 until end of turn. An angel's touch can prepare a soldier for battle more than a thousand military drills.
Illus. Scott Hampton
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Instant, 3W (4)
Creatures you control get +0/+5 until end of turn. Their commitment to Serra is as solid as any shield.
Illus. John Zeleznik
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