============================================================================== Card Rulings Summary (CHANGES ONLY) Updated 2008/05/26 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under the rules used by TENTH EDITION. Complete text is included for cards from all expansions. These rulings have been updated monthly with the most recent version available on the web (WWW) as the following: http://www.crystalkeep.com/magic/rules A '+' is used to mark changes since the 2008/04/21 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast NetRep ============================================================================== - - * - * - A - * - * - - Advice from the Fae: + The converted mana cost of this card is 6. [Reminder Text] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. AEthertow: + Note - Also see Conspire, Rule 502.78. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Aphotic Wisps: + Note - Also see Fear, Rule 502.25. Armored Ascension: + Note - Also see Aura, Rule G1.30. Ashenmoor Gouger: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Ashenmoor Liege: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Augury Adept: + Note - Also see Converted Mana Cost, Rule G3.29. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - B - * - * - - Ballynock Cohort: + Note - Also see First Strike, Rule 502.2. Barkshell Blessing: + Note - Also see Conspire, Rule 502.78. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Barrenton Cragtreads: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Barrenton Medic: + With the second ability, the -1/-1 counter is put on as a cost. If adding the counter kills the creature, it go to the graveyard immediately after paying the cost and before you can do anything else. [Shadowmoor FAQ 2008/04/21] Beseech the Queen: + This card's converted mana cost is 6. [Reminder Text] + Note - Also see Converted Mana Cost, Rule G3.29. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Biting Tether: + Note - Also see Aura, Rule G1.30. Blazethorn Scarecrow: + Note - Also see Haste, Rule 502.5. + Note - Also see Wither, Rule 502.80. Blight Sickle: + Note - Also see Equip, Rule 502.33. + Note - Also see Equipment, Rule G5.15. + Note - Also see Wither, Rule 502.80. Blistering Dieflyn: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Bloodmark Mentor: + Note - Also see First Strike, Rule 502.2. Bloodshed Fever: + Note - Also see Aura, Rule G1.30. + Note - Also see Must Attack or Block, Rule 500. Blowfly Infestation: + You only put one -1/-1 counter even if the creature had more than one. [Shadowmoor FAQ 2008/04/21] Boartusk Liege: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Boggart Arsonists: + Note - Also see Landwalk, Rule 502.6. Boggart Ram-Gang: + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Boon Reflection: + The effects are cumulative. If you have two in play you gain 4 time as much life, and if you have three you gain 8 times as much. [Shadowmoor FAQ 2008/04/21] + If an effect sets your life total to a certain number, and that number is higher than your current life total, that effect will cause you to gain life equal to the difference. This card will double that gain. For example, if you have 13 life and Blessed Wind causes your life total to become 20, your life total will actually become 27. [Shadowmoor FAQ 2008/04/21] + This card does not cause you to gain life. It causes other life-gaining effects to give you more life than they would have. [Shadowmoor FAQ 2008/04/21] Burn Trail: + Note - Also see Conspire, Rule 502.78. - - * - * - C - * - * - - Cauldron of Souls: + Note - Also see Persist, Rule G16.7. Cemetery Puca: + If multiple creatures are put into the graveyard at the same time, you choose the order that the abilities are put on the stack. You then have the option to pay or not pay as each one resolves. [D'Angelo 2008/05/17] + Note - Also see Copying Objects, Rule 503. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Cinderbones: + Note - Also see Regenerate, Rule G18.7. + Note - Also see Wither, Rule 502.80. Cinderhaze Wretch: + With the second ability, the -1/-1 counter is put on as a cost. If adding the counter kills the creature, it go to the graveyard immediately after paying the cost and before you can do anything else. [Shadowmoor FAQ 2008/04/21] Corrosive Mentor: + Note - Also see Wither, Rule 502.80. Counterbore: + The effect does not affect cards in play. [Shadowmoor FAQ 2008/04/21] + You are not required to find copies that are in the hand or library, but you must find all copies in the graveyard because it's a face-up zone. [Shadowmoor FAQ 2008/04/21] + If the spell can't be countered, you still get to perform the search. [Shadowmoor FAQ 2008/04/21] + Most of the time, the countered spell will be removed because it will go to the graveyard as part of the countering, then be found by the search. If the card goes to a different graveyard than the player that played it, of if it isn't countered, however, it won't get removed from the game. [Shadowmoor FAQ 2008/04/21] Cragganwick Cremator: + You target a player when the triggered ability is put on the stack. You don't see what card is revealed until the ability resolves. [Shadowmoor FAQ 2008/04/21] + The power is checked as the card exists in the graveyard. This can matter for some creatures with variable power. [Shadowmoor FAQ 2008/04/21] Crimson Wisps: + Note - Also see Haste, Rule 502.5. Crowd of Cinders: + Note - Also see Fear, Rule 502.25. Cruel Edict: + Extended tournaments (see Rule 803) banned this card until 2007/08/20. + Standard (Type 2) tournaments (see Rule 804) banned this card until 2007/08/20. Cultbrand Cinder: + If there are no other legal creatures to target, it must target itself. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Curse of Chains: + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - D - * - * - - Dawnglow Infusion: + You can play this with X equal to zero, but it won't do anything. [D'Angelo 2008/05/17] + You do both if at least one {G} and one {W} were spent on the cost. [Shadowmoor FAQ 2008/04/21] + If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see X Costs, Rule G24.1. Demigod of Revenge: + The ability triggers when you put this spell on the stack by playing it. It does not trigger if this card it put directly into play or if a copy of it is placed on the stack. [Shadowmoor FAQ 2008/04/21] + If this spell is countered before the triggered ability resolves, the ability will still resolve as normal. [Shadowmoor FAQ 2008/04/21] + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Deus of Calamity: + It only triggers if it deals 6 (unprevented) points of damage at one time. It does not add up damage from different times. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Devoted Druid: + With the second ability, the -1/-1 counter is put on as a cost. If adding the counter kills the creature, it go to the graveyard immediately after paying the cost and before you can do anything else. [Shadowmoor FAQ 2008/04/21] Din of the Fireherd: + The steps happen in order, so you put the token into play before counting. [Shadowmoor FAQ 2008/04/21] + If the opponent becomes an illegal target before it resolves, the whole spell is countered and you don't get the token. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Dire Undercurrents: + You can target yourself with either ability if you want to. [D'Angelo 2008/05/17] + A creature that is both blue and black will trigger both abilities. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Disturbing Plot: + Note - Also see Conspire, Rule 502.78. Dream Salvage: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Dusk Urchins: + It gets the -1/-1 counter from the first ability during the declare attackers or declare blockers step, so it will have a lower power by the time combat damage is assigned. [Shadowmoor FAQ 2008/04/21] + If its toughness goes to zero due to the second ability, it will go to the graveyard before damage is assigned and won't deal damage at all. [Shadowmoor FAQ 2008/04/21] If it blocked, the attacker will still be blocked. [D'Angelo 2008/05/17] - - * - * - E - * - * - - Elemental Mastery: + The creature's power is checked on resolution. [Shadowmoor FAQ 2008/04/21] + If the ability is played after the current turn's end-of-turn step has begun, the token won't be removed until the next turn's end-of-turn step. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Haste, Rule 502.5. + Note - Also see Token Creatures, Rule 216. Elsewhere Flask: + The lands become the chosen basic land type (gaining the appropriate mana ability) and lose all other land types and abilities. [Shadowmoor FAQ 2008/04/21] Elvish Hexhunter: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Ember Gale: + Creatures entering play under the control of the target player after this is played still can't block this turn. [Shadowmoor FAQ 2008/04/21] Emberstrike Duo: + Note - Also see First Strike, Rule 502.2. Enchanted Evening: + This has no effect on the permanents other than letting them interact with things that care about enchantments. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Everlasting Torment: + Spells and abilities that would cause a player to gain life can still be played and still resolve, but the life gaining part of them has no effect. [Shadowmoor FAQ 2008/04/21] + A cost that includes life gain cannot be paid. [Shadowmoor FAQ 2008/04/21] For example, Invigorate. + Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life. [Shadowmoor FAQ 2008/04/21] + An effect that replaces an event with gaining life will replace the event with nothing. [Shadowmoor FAQ 2008/04/21] For example, Words of Worship. + If an effect sets your life total to a certain number, and that number is higher than your current life total, that effect will do nothing because it would be making you gain life. If your life total was lower, you still would lose life. [Shadowmoor FAQ 2008/04/21] + Spells and abilities that would prevent damage can still be played and still resolve, but the damage prevention portion of them does nothing. [Shadowmoor FAQ 2008/04/21] + Damage can still be redirected or replaced. It just can't be prevented. [Shadowmoor FAQ 2008/04/21] + The last ability works on damage from all sources (creatures, spells, and even cards not in play). Wither is applied in all cases. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. - - * - * - F - * - * - - Faerie Macabre: + The ability can only be played when this card is in your hand. It is played any time you could play an instant. [Shadowmoor FAQ 2008/04/21] + The targeted cards may be in the same or different graveyards. [Shadowmoor FAQ 2008/04/21] Fate Transfer: + This effect may result in useless counters being placed on a creature. For example, moving an "age" counter from a creature with Cumulative Upkeep to one without it. [Shadowmoor FAQ 2008/04/21] + The counters do not move if either target becomes illegal before resolution. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Fire-Lit Thicket: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Firespout: + You do both if at least one {R} and one {G} were spent on the cost. [Shadowmoor FAQ 2008/04/21] + If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Fists of the Demigod: + A creature that is both black and red will be affected by both abilities. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Flame Javelin: + This card's converted mana cost is 6. [Reminder Text] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Flourishing Defenses: + The ability triggers when a -1/-1 counter is placed on a creature in play, and when a creature enters play with a -1/-1 counter on it (as with the Persist ability). [Shadowmoor FAQ 2008/04/21] + It triggers once for each -1/-1 counter. [Shadowmoor FAQ 2008/04/21] + Note - Also see Token Creatures, Rule 216. Fossil Find: + You can shuffle your graveyard in order to pick randomly. [Shadowmoor FAQ 2008/04/21] + If multiple cards in the graveyard have the same name and one of them is targeted by a spell or ability at the time ths resolves, you must keep track of which one is which. In this case, using dice or using a proxy card to represent the targeted card is recommended. [Shadowmoor FAQ 2008/04/21] + All players get to see which card was chosen at random. [Shadowmoor FAQ 2008/04/21] + Reordering the graveyard does not break any targeting by spells and abilities on the stack. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Foxfire Oak: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Fracturing Gust: + You do not gain life if the artifact or enchantment's destruction is prevented, as with regeneration. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Fulminator Mage: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Furystoke Giant: + Note - Also see Persist, Rule G16.7. - - * - * - G - * - * - - Ghastlord of Fugue: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Ghastly Discovery: + Note - Also see Conspire, Rule 502.78. Giantbaiting: + Note - Also see Conspire, Rule 502.78. + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Glamer Spinners: + You can target a permanent with no Auras enchanting it. [Shadowmoor FAQ 2008/04/21] + You target the permanent that wil be losing its Auras when the triggered ability is put on the stack. You don't choose the receiving permanent until the ability resolves. [Shadowmoor FAQ 2008/04/21] + On resolution, you can only choose a receiving permanent if it is controlled by the same controller as the target, it isn't the original target, and it is able to have all Auras on the targeted permanent moved to it. Otherwise the Auras don't move. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Flash, Rule 502.57. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Gleeful Sabotage: + Note - Also see Conspire, Rule 502.78. Glen Elendra Liege: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Gloomwidow: + Note - Also see Reach, Rule 502.70. Gloomwidow's Feast: + Note - Also see Reach, Rule 502.70. + Note - Also see Token Creatures, Rule 216. Godhead of Awe: + This doesn't cause creatures to lose any abilities. It just alters power and toughness. [Shadowmoor FAQ 2008/04/21] + Setting power/toughness to 1/1 overrides most other power/toughness setting effects, except: ones that alter or set power/toughness and are applied after this resolves; counters that alter power toughness (even if they are played before this resolves); static abilities that change power/toughness such as Glorious Anthem (even if they were played before this resolves); and effects that switch power/toughness. [Shadowmoor FAQ 2008/04/21] See Rule 418.5 for details. + Does not make itself 1/1, but if you have two of these they can make each other 1/1. [D'Angelo 2008/05/17] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Interaction of Continuous Effects, Rule 418.5. Gravelgill Axeshark: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule G16.7. Gravelgill Duo: + Note - Also see Fear, Rule 502.25. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Greater Auramancy: + Does not give itself Shroud, but if you have two of these they can give each other Shroud. [Shadowmoor FAQ 2008/04/21] + Note - Also see Shroud, Rule 502.36. Grief Tyrant: + The ability is mandatory. If you are the only player who controls any creatures when it triggers, you must target one of them. [Shadowmoor FAQ 2008/04/21] + You pick one target creature and it gets all the counters. [D'Angelo 2008/05/17] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Guttural Response: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - H - * - * - - Harmonic Sliver: + If there is no artifact or enchantment to target, then the triggered ability does nothing. If you have the only one in play, then you have to target your own. [D'Angelo 2008/05/25] Heartmender: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule G16.7. Helm of the Ghastlord: + A creature that is both black and blue will be affected by both abilities. [Shadowmoor FAQ 2008/04/21] + They trigger from any sort of damage being dealt, not just combat damage. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Hollowborn Barghest: + Both abilities count the cards in hand when they trigger and when they resolve. If the player has cards in hand in either case, the ability does nothing. [Shadowmoor FAQ 2008/04/21] Hollowsage: + If this triggers during an untap step, it goes on the stack at the beginning of the upkeep step along with beginning-of-upkeep triggers. [Shadowmoor FAQ 2008/04/21] Howl of the Night Pack: + Note - Also see Token Creatures, Rule 216. Hungry Spriggan: + Note - Also see Trample, Rule 502.9. - - * - * - I - * - * - - Illuminated Folio: + The two cards stay revealed until this resolves. If either leaves your hand before it resolves, the ability still resolves as normal. You are just required to leave them revealed if they are in your hand. [Shadowmoor FAQ 2008/04/21] + Colorless is not a color. You can't reveal two colorless cards to play this ability. [Shadowmoor FAQ 2008/04/21] Impromptu Raid: + If a different player controls this at the end of turn, you won't be able to sacrifice it and it will remain in play with haste. [Shadowmoor FAQ 2008/04/21] + If the ability is played during the end-of-turn step, it won't be sacrificed until the next turn's end-of-turn step. [Shadowmoor FAQ 2008/04/17] + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Incremental Blight: + You cannot play this unless you have three legal targets. [Shadowmoor FAQ 2008/04/21] Inescapable Brute: + Note - Also see Must Attack or Block, Rule 500. + Note - Also see Wither, Rule 502.80. Inkfathom Infiltrator: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Inkfathom Witch: + A creature is only "unblocked" during combat after blockers are declared. Playing the ability prior to the declaration of blockers or after combat ends will affect no creatures. [Shadowmoor FAQ 2008/04/21] + Although the creatures stop being unblocked at the end of combat, they will remain 4/1 until end of turn. [Shadowmoor FAQ 2008/04/21] + Setting power/toughness to 4/1 overrides most other power/toughness setting effects, except: ones that alter or set power/toughness and are applied after this resolves; counters that alter power toughness (even if they are played before this resolves); static abilities that change power/toughness such as Glorious Anthem (even if they were played before this resolves); and effects that switch power/toughness. [Shadowmoor FAQ 2008/04/21] See Rule 418.5 for details. + Note - Also see Fear, Rule 502.25. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Interaction of Continuous Effects, Rule 418.5. Inquisitor's Snare: + The prevention applies even after the creature leaves play. [Shadowmoor FAQ 2008/04/21] Isleback Spawn: + If at least one library has 20 or fewer cards, it gets the bonus. [Shadowmoor FAQ 2008/04/21] + Note - Also see Shroud, Rule 502.36. - - * - * - J - * - * - - Jaws of Stone: + It counts the mountains that the time you announce this spell and pay the cost. This value is locked in and doesn't change after that. [Shadowmoor FAQ 2008/04/21] + If you control no mountains, X is zero and you pick no targets. [Shadowmoor FAQ 2008/04/21] + You X is greater than zero, you must pick between 1 and X targets. Each target must be assigned at least 1 damage. [Shadowmoor FAQ 2008/04/21] Juvenile Gloomwidow: + Note - Also see Reach, Rule 502.70. + Note - Also see Wither, Rule 502.80. - - * - * - K - * - * - - Kinscaer Harpoonist: + You can target a creature that doesn't have flying. [Shadowmoor FAQ 008/04/21] Kitchen Finks: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule G16.7. Kithkin Rabble: + Note - Also see Vigilance, Rule 502.14. Knacksaw Clique: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + You play the card using all the same rules you would use if playing it from your hand. [Shadowmoor FAQ 2008/04/21] + If you don't play the card, it remains removed from the game. [Shadowmoor FAQ 2008/04/21] + Note - Also see Untap, Rule G21.6. Knollspine Dragon: + You target an opponent when the triggered ability is put on the stack. You pick whetehr to discard or draw when the ability resolves. [Shadowmoor FAQ 2008/04/21] + It counts all damage dealt to the opponent from all sources this turn as of when this resolves. Prevented damage doesn't count. Damage that didn't cause loss of life (as with Worship) does count. [Shadowmoor FAQ 2008/04/21] Knollspine Invocation: + Note - Also see Converted Mana Cost, Rule G3.29. + Note - Also see X Costs, Rule G24.1. Kulrath Knight: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. - - * - * - L - * - * - - Leech Bonder: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + It can target creatures with no counters on them. [Shadowmoor FAQ 2008/04/21] + This effect may result in useless counters being placed on a creature. For example, moving an "age" counter from a creature with Cumulative Upkeep to one without it. [Shadowmoor FAQ 2008/04/21] + If either target is illegal on resolution, no counters move. [Shadowmoor FAQ 2008/04/21] + Note - Also see Untap, Rule G21.6. Leechridden Swamp: + This is not a basic land, but it is a Swamp and has the ability to tap it for black mana. [Shadowmoor FAQ 2008/04/21] Loamdragger Giant: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Loch Korrigan: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Lockjaw Snapper: + Each creature with at least one -1/-1 counter on it gets one added. [Shadowmoor FAQ 2008/04/21] + Note - Also see Wither, Rule 502.80. Lurebound Scarecrow: + If you somehow get one of these without choosing a color, the second ability won't ever trigger. For example, a Cemetary Puca turns into one of these. [Shadowmoor FAQ 2008/04/21] - - * - * - M - * - * - - Madblind Mountain: + This is not a basic land, but it is a Mountain and has the ability to tap it for red mana. [Shadowmoor FAQ 2008/04/21] Manaforge Cinder: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Manamorphose: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Mana Reflection: + The mana produced is doubled. If you have more than one of these in play, the effect is cumulative. Two gives you 4 times as much, and three gives eight times as much. [Shadowmoor FAQ 2008/04/21] + As an example of doubling, a permanent producing "{W}{U}" would produce "{W}{W}{U}{U}". [Shadowmoor FAQ 2008/04/21] + If another effect would alter the type or amount of mana being produced, you choose the order to apply these effects. See Rule 419.9. [Shadowmoor FAQ 2008/04/21] Medicine Runner: + You can target a permanent with no counters. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Memory Plunder: + If you want to play a card, it is played during the resolution of this spell. Timing restrictions (such as Sorcery) are ignored. Other restrictions (such as "play only during combat") are not ignored. [Shadowmoor FAQ 2008/04/21] + You can't pay any alternate costs, but you may pay additional costs (such as Conspire) if you choose. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Memory Sluice: + Note - Also see Conspire, Rule 502.78. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Mercy Killing: + Because the controller sacrifices the creature, neither regeneration or indestructibility will save it. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Merrow Grimeblotter: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Untap, Rule G21.6. Merrow Wavebreakers: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Untap, Rule G21.6. Midnight Banshee: + Note - Also see Wither, Rule 502.80. Mine Excavation: + Note - Also see Conspire, Rule 502.78. Mirrorweave: + See Copying Objects, Rule 503. There are enough important rules there that they are worth reading first. + This effect can cause a creature to stop being a creature. For example, if you target an animated Mutavault, each creature will become an unanimated Mutavault. [Shadowmoor FAQ 2008/04/21] + Note - Also see Copying Objects, Rule 503. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Mistmeadow Witch: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Mistveil Plains: + This is not a basic land, but it is a Plains and has the ability to tap it for white mana. [Shadowmoor FAQ 2008/04/21] Moonring Island: + This is not a basic land, but it is an Island and has the ability to tap it for blue mana. [Shadowmoor FAQ 2008/04/21] Morselhoarder: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Mossbridge Troll: + The power of creatures tapped is only checked when paying the cost. It does not check again later. [Shadowmoor FAQ 2008/04/21] + Note - Also see Regenerate, Rule G18.7. Mudbrawler Cohort: + Note - Also see Haste, Rule 502.5. Mudbrawler Raiders: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Murderous Redcap: + Its power is checked when the ability resolves. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule G16.7. Mystic Gate: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - N - * - * - - - - * - * - O - * - * - - Old Ghastbark: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Oona, Queen of the Fae: + You choose a color during resolution. [Shadowmoor FAQ 2008/04/21] + You get the tokens, not your opponent. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Legendary, Rule G12.9. + Note - Also see Token Creatures, Rule 216. + Note - Also see X Costs, Rule G24.1. Oona's Gatewarden: + Note - Also see Defender, Rule 502.41. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Oracle of Nectars: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see X Costs, Rule G24.1. Order of Whiteclay: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Converted Mana Cost, Rule G3.29. + Note - Also see Untap, Rule G21.6. Oversoul of Dusk: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Protection, Rule 502.7. - - * - * - P - * - * - - Painter's Servant: + This affects all cards and tokens in all zones (including the removed from game zone). [Shadowmoor FAQ 2008/04/21] + It adds a color without removing any previous colors. [Shadowmoor FAQ 2008/04/21] Pale Wayfarer: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Protection, Rule 502.7. + Note - Also see Untap, Rule G21.6. Parapet Watchers: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Pili-Pala: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Untap, Rule G21.6. Plague of Vermin: + It goes until all players choose not to pay within a single round. A player may decline in one round, but then pay in a later round (assuming someone else paid in the earlier round or else the effect would have ended). [Shadowmoor FAQ 2008/04/21] + After all players pay whatever life they wish to pay, the tokens are all put into play simultaneously. [Shadowmoor FAQ 2008/04/21] + Note - Also see Token Creatures, Rule 216. Plumeveil: + Note - Also see Defender, Rule 502.41. + Note - Also see Flash, Rule 502.57. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Poison the Well: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Power of Fire: + Note - Also see Aura, Rule G1.30. Presence of Gond: + The creature gets the ability, so its controller (not the controller of this card) is the one that can play the ability and get a token. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Token Creatures, Rule 216. Prismatic Omen: + By being every basic land type, they also have each of the abilities of those land types to tap for mana. [Shadowmoor FAQ 2008/04/21] Prismwake Merrow: + You must choose at least one color but can choose up to all five colors. You can't choose colorless. [Shadowmoor FAQ 2008/04/21] + Adding color to an artifact does not make it stop being an artifact. [Shadowmoor FAQ 2008/04/21] + Note - Also see Flash, Rule 502.57. Prison Term: + The last ability only works while this card is in play. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. Puca's Mischief: + You can't play the ability unless you can find two targets that meet the requirements. [Shadowmoor FAQ 2008/04/21] + You must choose targets is a legal set is available. On resoltion of the ability you decide whether or not to exchange. [Shadowmoor FAQ 2008/04/21] + If either target becomes illegal before resolution, no exchange is made. [Shadowmoor FAQ 2008/04/21] + Note - Also see Converted Mana Cost, Rule G3.29. + Note - Also see Exchange, Rule G5.19. Puppeteer Clique: + Note - Also see Haste, Rule 502.5. + Note - Also see Persist, Rule G16.7. Puresight Merrow: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Untap, Rule G21.6. Put Away: + You have the option to choose a target in your graveyard, but are not required to choose one. If you do choose one, it must be at the time this spell is announced (so this card won't be in the graveyard yet.) [Shadowmoor FAQ 2008/04/21] Pyre Charger: + Note - Also see Haste, Rule 502.5. - - * - * - Q - * - * - - - - * - * - R - * - * - - Rage Reflection: + Note - Also see Double Strike, Rule 502.28. Rattleblaze Scarecrow: + Note - Also see Haste, Rule 502.5. + Note - Also see Persist, Rule G16.7. Raven's Run Dragoon: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Reaper King: + This card's converted mana cost is 10. [Reminder Text] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Legendary, Rule G12.9. Reflecting Pool: + It does not care if you are currently unable to meet the costs or play requirements for a mana ability of the land. For example, if the land has a cost of removing a counter and it has no counter, or if the land can only produce mana on your turn. [Shadowmoor FAQ 2008/04/21] + The type of mana is whatever color(s) of mana could be produced after applying effects that might alter the color(s). [Shadowmoor FAQ 2008/04/21] + It does not copy any restrictions on how the mana is spent. [Shadowmoor FAQ 2008/04/21] Reknit: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Regenerate, Rule G18.7. Repel Intruders: + You do both if at least one {W} and one {U} were spent on the cost. [Shadowmoor FAQ 2008/04/21] + If you choose to target a creature spell and that target is not legal on resolution, this spell will be countered. You won't get any tokens. [Shadowmoor FAQ 2008/04/21] + Due to how announcing a spell works, you choose whether or not to target a creature spell prior to paying the cost. If you choose a target, but then do not pay {U}, then it won't counter that spell on resolution. [Shadowmoor FAQ 2008/04/21] See Rule 409.1. + If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Rhys the Redeemed: + Note - Also see Copying Objects, Rule 503. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Legendary, Rule G12.9. + Note - Also see Token Creatures, Rule 216. River Kelpie: + This card does not give you the ability to play cards from the graveyard. [Shadowmoor FAQ 2008/04/21] + Note - Also see Persist, Rule G16.7. River's Grasp: + You do both if at least one {U} and one {B} were spent on the cost. [Shadowmoor FAQ 2008/04/21] + If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Rosheen Meanderer: + The {X} can be in any portion of the spell or ability's cost, including an additional cost. This works even if you choose X to be zero. [Shadowmoor FAQ 2008/04/21] + This mana may be spend on the non-{X} part of the cost, as long as the cost has an {X} part to it. [Shadowmoor FAQ 2008/04/21] + You do not have to spend all four mana on the same spell or ability. [Shadowmoor FAQ 2008/04/21] + Note - Also see Legendary, Rule G12.9. Roughshod Mentor: + Note - Also see Trample, Rule 502.9. Rune-Cervin Rider: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Runed Halo: + You cannot name a token, but if you choose the name of a card that happens to match the name of a token, you do gain protection from the token. [Shadowmoor FAQ 2008/04/21] + Note - Also see Rule 505.7 and Rule 508.5 for rules on naming Split Cards and Flip Cards respectively. + Note - Also see Protection, Rule 502.7. Runes of the Deus: + A creature that is both red and green will be affected by both abilities. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Double Strike, Rule 502.28. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Rustrazor Butcher: + Note - Also see First Strike, Rule 502.2. + Note - Also see Wither, Rule 502.80. - - * - * - S - * - * - - Safehold Duo: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Vigilance, Rule 502.14. Safehold Elite: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule G16.7. Safehold Sentry: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Untap, Rule G21.6. Safewright Quest: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Sapseep Forest: + This is not a basic land, but it is a Forest and has the ability to tap it for green mana. [D'Angelo 2008/05/17] Scar: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Scarscale Ritual: + You can't play this unless you control a creature to put the counter on. The counter is put on as a cost. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Scrapbasket: + Gaining colors does not stop it from being an artifact. [Shadowmoor FAQ 2008/04/21] Scuttlemutt: + For the second ability you choose at least one color and up to all 5 colors. [Shadowmoor FAQ 2008/04/21] Scuzzback Marauders: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule G16.7. + Note - Also see Trample, Rule 502.9. Scuzzback Scrapper: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Seedcradle Witch: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Shield of the Oversoul: + A creature that is both green and white will be affected by both abilities. [Shadowmoor FAQ 2008/04/21] + If a green creature gets lethal damage and can't be destroyed because it is indestructible, the damage stays on it. If it stops being indestructible before end of turn, the damage is still there and it may be destroyed. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Indestructible, Rule G9.10. Sickle Ripper: + Note - Also see Wither, Rule 502.80. Silkbind Faerie: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Untap, Rule G21.6. Sinking Feeling: + Note - Also see Aura, Rule G1.30. Slinking Giant: + Note - Also see Wither, Rule 502.80. Somnomancer: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Sootstoke Kindler: + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Sootwalkers: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Spawnwrithe: + See Copying Objects, Rule 503. There are enough important rules there that they are worth reading first. + Note - Also see Copying Objects, Rule 503. + Note - Also see Token Creatures, Rule 216. + Note - Also see Trample, Rule 502.9. Spectral Procession: + The converted mana cost of this card is 6. [Reminder Text] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Spiteflame Witch: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Spiteful Visions: + The second ability triggers for each card drawn by the player for any reason (not just as a result of this card). [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Splitting Headache: + Note - Also see Modal Spells and Abilities, Rule G13.13. Steel of the Godhead: + A creature that is both white and blue will be affected by both abilities. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Lifelink, Rule 502.68. Sunken Ruins: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Swans of Bryn Argoll: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Sygg, River Cutthroat: + It checks if life was lost. If life was also gained this turn, it will still trigger. [Shadowmoor FAQ 2008/04/21] + It checks at the end of every turn, not just your turns. [Shadowmoor FAQ 2008/04/21] + You don't choose an opponent. If at least one opponent lost 3 or more life, it triggers. [Shadowmoor FAQ 2008/04/21] + It will trigger even if it wasn't in play when the life was lost. As long as it is in play at the end of turn. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Legendary, Rule G12.9. - - * - * - T - * - * - - Tarmogoyf: + If an instant or sorcery is played that would damage this creature, the instant or sorcery will go to the graveyard during its resolution prior to the check for lethal damage that occurs as a state-based effect. This means it is possible for the spell card to increase this creature's power/toughness prior to the check. [D'Angelo 2008/05/25] Tatterkite: + Any effect that would add a counter to this creature simply doesn't do so. The effect still does whatever else it would do. [Shadowmoor FAQ 2008/04/21] + If a Wither damage is dealt to this, the damage simply does nothing. It does not get treated as normal damage and does not add counters. [Shadowmoor FAQ 2008/04/21] + You can't pay a cost that includes putting a counter on this. For example, you can't play Scarscale Ritual by putting a counter on this. [Shadowmoor FAQ 2008/04/21] Tattermunge Duo: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Landwalk, Rule 502.6. Tattermunge Maniac: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Must Attack or Block, Rule 500. Tattermunge Witch: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Thistledown Liege: + Note - Also see Flash, Rule 502.57. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Thornwatch Scarecrow: + Note - Also see Vigilance, Rule 502.14. + Note - Also see Wither, Rule 502.80. Thought Reflection: + This is a replacement effect that alters other draws. [D'Angelo 2008/05/17] + It does affect your draw during the draw step. [Shadowmoor FAQ 2008/04/21] + If you would draw more than one card from something else, this replaces each of those card draws with two draws, effectively doubling you number of draws. [Shadowmoor FAQ 2008/04/21] + The effects of more than one of these are cumulative. If you have two, you will end up drawing 4 cards, and if you have three it will be 8 cards. [Shadowmoor FAQ 2008/04/21] + Note - Also see Replacement Effects, Rule 419 and Rule 419.6. Thoughtweft Gambit: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Torpor Dust: + Note - Also see Aura, Rule G1.30. + Note - Also see Flash, Rule 502.57. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Torrent of Souls: + You do both if at least one {B} and one {R} were spent on the cost. [Shadowmoor FAQ 2008/04/21] + If this spell is copied, the copy will not have had any mana spent on playing it. [Shadowmoor FAQ 2008/04/21] + You do the effects in order. [Shadowmoor FAQ 2008/04/21] + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Tower Above: + This card's converted mana cost is 6. [Reminder Text] + When the creature attacks, its controller can pick any target creature to block, even one that isn't controlled by the defending player or one that can't possibly block. If it can't block for any reason, it effectively does nothing. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Must Attack or Block, Rule 500. + Note - Also see Trample, Rule 502.9. + Note - Also see Wither, Rule 502.80. Traitor's Roar: + If the targeted creature is not still untapped on resolution, then this spell is countered and does not deal any damage. [Shadowmoor FAQ 2008/04/21] + Note - Also see Conspire, Rule 502.78. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Turn to Mist: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Twilight Shepherd: + Note - Also see Persist, Rule G16.7. + Note - Also see Vigilance, Rule 502.14. Tyrannize: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - U - * - * - - Umbral Mantle: + Untapping a creature does not remove it from combat. See Rule 306.4b. [D'Angelo 2008/05/17] + Note - Also see Equip, Rule 502.33. + Note - Also see Equipment, Rule G5.15. + Note - Also see Untap, Rule G21.6. - - * - * - V - * - * - - Valleymaker: + You can choose to give yourself the mana or an opponent. Note that someone unable to spend the mana before the end of the phase will lose life due to mana burn. See Rule 300.3. [Shadowmoor FAQ 2008/04/21] + You choose the player during resolution. [D'Angelo 2008/05/17] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Vexing Shusher: + The activated ability won't prevent a spell from being countered by the game rules, as with having no legal targets. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - W - * - * - - Wanderbrine Rootcutters: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Wasp Lancer: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Watchwing Scarecrow: + Note - Also see Vigilance, Rule 502.14. Wheel of Sun and Moon: + It does not affect tokens or copies of spells that go to the graveyard since they are not cards. [Shadowmoor FAQ 2008/04/21] + If multiple cards would go to the graveyard at the same time, the owner of the library chooses the order that they go on the bottom of the library. [Shadowmoor FAQ 2008/04/21] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Replacement Effects, Rule 419 and Rule 419.6. Wicker Warcrawler: + It gets the -1/-1 counter after damage is dealt, so it won't reduce the amount of damage. [Shadowmoor FAQ 2008/04/21] Wildslayer Elves: + Note - Also see Wither, Rule 502.80. Wild Swing: + You cannot play this unless there are three legal targets. [D'Angelo 2008/05/17] + You randomly decide which one to destroy during resolution. There is no chance to react by any means (such as regenerating something) after this choice is made. You have to guess which one will be affected and plan beforehand. [Shadowmoor FAQ 2008/04/21] + If one target has become invalid before resolution, then randomly pick between the remaining two. If two targets are invalid before then, the remaining target is affected. [Shadowmoor FAQ 2008/04/21] + You can pick an indestructible target. If it gets randomly chosen, it simply won't be destroyed. [Shadowmoor FAQ 2008/04/21] Wilt-Leaf Cavaliers: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Vigilance, Rule 502.14. Wilt-Leaf Liege: + A creature that is both green and white will be affected by both abilities. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Windbrisk Raptor: + Note - Also see Lifelink, Rule 502.68. Wingrattle Scarecrow: + Note - Also see Persist, Rule G16.7. Witherscale Wurm: + Because the other creature gains Wither upon blocking assignment, that creature will give this one the -1/-1 counters during damage dealing for that combat. [D'Angelo 2008/05/17] + The second ability triggers on any damage, not just combat damage. [Shadowmoor FAQ 2008/04/21] + Note - Also see Wither, Rule 502.80. Wooded Bastion: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Woodfall Primus: + Note - Also see Persist, Rule G16.7. + Note - Also see Trample, Rule 502.9. Word of Command: + Timing restrictions (such as Sorcery) are ignored. Other restrictions (such as "play only during combat") are not ignored. [D'Angelo 2008/05/25] Worldpurge: + The mana pools are emptied without causing mana burn. [Shadowmoor FAQ 2008/04/21] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Wort, the Raidmother: + If your spell already had Conspire, then it will have two copies of Conspire. Both of them may be paid for separately. [Shadowmoor FAQ 2008/04/21] + Note - Also see Conspire, Rule 502.78. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Legendary, Rule G12.9. + Note - Also see Token Creatures, Rule 216. Wound Reflection: + It checks if life was lost. If life was also gained this turn, it will still trigger. For example, if 4 life was lost and 6 gained, it will see that 4 was lost and act on that. [Shadowmoor FAQ 2008/04/21] + It checks at the end of every turn, not just your turns. But it always refers to your opponents, not the player whose turn it is. [Shadowmoor FAQ 2008/04/21] + It will take effect even if it wasn't in play when the life was lost. As long as it is in play at the end of turn. [Shadowmoor FAQ 2008/04/21] + If life is lost during the end-of-turn after this resolves, it won't be detected. [Shadowmoor FAQ 2008/04/21] + The effect is cumulative. If more than one is in play, the first one will cause extra loss of life. The second one will see that loss in addition to the original loss. And so on. [Shadowmoor FAQ 2008/04/21] - - * - * - X - * - * - - - - * - * - Y - * - * - - - - * - * - Z - * - * - - Zealous Guardian: + Note - Also see Flash, Rule 502.57. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Acknowledgments and Disclaimers ------------------------------------------------------------------------------ While this work is not officially issued by Wizards of the Coast, it is the official collected rulings from official sanctioned representatives of and publications by Wizards of the Coast. The expansion sets in this file are indicated by the following code letters: A = Limited Edition (Alpha). B = Limited Edition (Beta). U = Unlimited Edition. R = Revised Edition. 4 = Fourth Edition. 5 = Fifth Edition. 6 = Sixth Edition. 7 = Seventh Edition. 8 = Eighth Edition. 9 = Ninth Edition. 10= Tenth Edition. AL= Alliances. AN= Arabian Nights. AP= Apocalypse. AQ= Antiquities. AT= Anthologies. BD= Beatdown. BK= Betrayers of Kamigawa. BR= Battle Royale. CH= Chronicles. CK= Champions of Kamigawa. CS= Cold Snap. DI= Dissension. DK= The Dark. DS= Darksteel. EX= Exodus. FD= Fifth Dawn. FE= Fallen Empires. FS= Future Sight. GP= Guildpact. HL= Homelands. IA= Ice Age. IN= Invasion. JU= Judgment. LE= Legions. LG= Legends. LO= Lorwyn. MI= Mirage. MM= Mercadian Masques. MR= Mirrodin. NE= Nemesis. MT= Morningtide. OD= Odyssey. ON= Onslaught. P2= Portal: Second Age. P3= Portal: Three Kingdoms. PR= Promotional (AR=Arena novel, DC=DragonCon and Duelist Magazine, FS=Final Sacrifice novel, SC=Shattered Chains novel, WW=Whispering Woods novel). PC= Planar Chaos. PS= Planeshift. PT= Portal. PY= Prophecy. RA= Ravnica. S2= Starter 2000 (deck and sampler pack). SC= Scourge. SH= Stronghold. SK= Saviors of Kamigawa. ST= Starter. TE= Tempest. TO= Torment. TS= Timeshift. UD= Urza's Destiny. UG= Unglued. UH= Unhinged. UL= Urza's Legacy. US= Urza's Saga. VI= Visions. WL= Weatherlight. Rarity levels are shown as follows: R= Rare, U= Uncommon, C= Common, L= Land, F= Fixed in a preconstructed deck, S= Timeshifted. Any number after the letter indicates how often the card appears in the printing process. An "R2" occurs twice as often as an "R1", for example. An "S" following a letter indicates that it is a Timeshifted card of that rarity. Note that on some expansions, the rarity schemes were complex and those complexities are not described here. You can find descriptions of the various products and their rarity schemes at "http://www.crystalkeep.com/magic". This summary is collected from rulings made by officials and network representatives of Wizards of the Coast, along with a number of unofficial rulings also collected from the net. Whenever a source for a ruling is known, the name of that person is listed with the ruling. "Aahz" is Tom Wylie, the former Magic Rules Manager. "Barclay" is Paul Barclay, was the Rules Manager at Wizards of the Coast and. a previous MTG-L mailing list NetRep. "bethmo" is Beth Moursund, a former Rules Manager at Wizards of the Coast, and former MTG-L mailing list NetRep. "CompRules" marks rules from the Comprehensive Rules. "D'Angelo" is Stephen D'Angelo, the former Rules Summary network representative, and former MTG-L mailing list NetRep. "DeLaney" is David DeLaney, and was the network representative for the "rec.games.trading-cards.magic.rules" newsgroup. "Jackson" is Collin Jackson, and was the DCI Rules Documentation NetRep. "Jordan" is Jeff Jordan, and was the MTG-L mailing list NetRep. "Mirage, Page " marks rules from the Mirage rulebook. "Peterson" is Paul Peterson, a previous MTG-L mailing list NetRep. "WotC Rules Team" marks official rulings from the rules team. These files may be freely copied and posted anywhere you'd like. The contents can also be included in other formats (such as HTML or databases) or in products, but there are two restrictions. I insist that the files not be sold for profit. Anything you put them in must be available at no more than cost of duplication. Also, you must give credit to me and list the version date your work is derived from. Thanks. Every attempt has been made to make this summary accurate, but errors do creep in. Nothing in this work is guaranteed to be accurate. Use at your own risk. Magic: The Gathering and all of the cards listed herein are copyrighted by Wizards of the Coast.