Judgment(TM) Frequently Asked Questions
Compiled by Paul Barclay, David DeLaney, and Jeff Jordan
This FAQ has two sections, each of which serves a different purpose.
The first section ("General Notes") explains the new mechanics and =
concepts in the set. The second section ("Card-Specific Notes") contains =
answers to the most important questions players might ask about a given =
card.
Items in the "Card-Specific Notes" section include full rules text for =
your reference. Not all cards in the set are listed.
GENERAL NOTES
Green and White
* The Judgment set is the green and white set, which balances out the =
bias towards black created by the _Torment_(TM) set. There are more =
green cards and white cards than any other color. There are fewer black =
cards (green and white's shared enemy) than any other color. All the =
multicolored cards are both green and white, and all the lands are =
related to green and white.
-----
Flashback
The official rules for the flashback ability are as follows:
502.22. Flashback
502.22a Flashback is a static ability of some instant and sorcery cards =
that functions while the card is in a player's graveyard. The phrase =
"Flashback [cost]" means "You may play this card from your graveyard by =
paying [cost] rather than paying its mana cost. If you do, remove this =
card from the game instead of putting it anywhere else any time it would =
leave the stack." Playing a spell using its flashback ability follows =
the rules for paying alternative costs in rules 409.1b and 409.1f.
* When you play a spell from your graveyard by paying its flashback =
cost, its mana cost doesn't change. You just pay the flashback cost =
instead.
* Effects that cause you to pay more or less for a spell will cause you =
to pay that much more or less for its flashback cost, too. That's =
because they affect the total cost of the spell, not just its mana cost.
* When a spell played with flashback resolves, it never goes to its =
owner's graveyard, so abilities that trigger on cards being put in a =
graveyard won't trigger. The card is removed from the game instead. =
Countered spells played with flashback are removed from the game, too.
* Cards with the flashback ability have a gray tombstone icon in the =
upper left corner. This icon makes it easier for you to see which cards =
in your graveyard can be played again.
-----
Threshold
The official rules for the threshold ability are as follows:
502.23. Threshold
502.23a Threshold is a static ability, written "Threshold -- [text]." =
The text can be a static ability, activated ability, triggered ability, =
characteristic-setting text, spell text, or any combination of the five. =
The phrase "Threshold -- [text]" means "As long as you have seven or =
more cards in your graveyard, this card has '[text].'"
502.23b Cards and permanents with threshold have the threshold text only =
if their controller has seven or more cards in his or her graveyard. =
Otherwise, the text after "Threshold --" is treated as though it did not =
appear on the card or permanent.
502.23c An instant or sorcery card with threshold has the threshold text =
only while the card is on the stack (that is, while it's a spell). An =
artifact, creature, enchantment, or land card with threshold, or any =
permanent with threshold, has the threshold text only if the card or =
permanent is in play.
* Instants and sorceries with threshold check if seven or more cards are =
in your graveyard when they resolve, not when they're played or put on =
the stack.
* Activated and triggered abilities that permanents have at threshold =
check the number of cards in your graveyard only when the abilities are =
played or triggered. Even if you have fewer than seven cards in your =
graveyard when an ability resolves, that ability will resolve normally.
* Static threshold abilities are simply "on" when you have seven or more =
cards in your graveyard and "off" when you don't.
-----
Nightmares
* The Judgment set includes nine new creatures with creature type =
Nightmare: three in red and six in blue. All of the red Nightmares have =
"-gorger" in their names. All of the blue Nightmares have "Wormfang" in =
their names. Like the Torment Nightmares, these creatures all remove =
something from the game when they come into play, only to give it back =
again when they leave play. The difference is that instead of affecting =
your opponent, they affect you.
Wormfang Newt
{1}{U}
Creature -- Nightmare Beast
2/2
When Wormfang Newt comes into play, remove a land you control from the =
game.
When Wormfang Newt leaves play, return the removed card to play under =
its owner's control.
* Wormfang Crab's wording has been corrected so it is no longer =
conducive to infinite loops that end the game in a draw. See the =
"Card-Specific Notes" section for the updated text.
* Six Judgment Nightmares remove cards or permanents you control from =
the game. If one of these Nightmares leaves play before its =
comes-into-play ability resolves, its leaves-play ability will trigger =
and resolve first. The leaves-play ability will have no effect, then the =
comes-into-play ability will resolve. The cards that are removed from =
the game will never come back.
* If a Nightmare's comes-into-play ability removes a token from the =
game, its leaves-play ability won't return it. Tokens cease to exist as =
soon as they leave play. When a removed card comes back, it's treated as =
a new version of the card.
* Of the remaining three Nightmare creatures, one (Soulgorger Orgg) =
causes you to lose all but 1 of your life, another (Wormfang Manta) =
causes you to skip a turn, and the third (Spellgorger Barbarian) causes =
you to discard a card at random. What happens if any of these creatures =
leaves play before its comes-into-play ability resolves is discussed in =
the "Card-Specific Notes" section.
* The Nightmares are Soulgorger Orgg, Spellgorger Barbarian, Worldgorger =
Dragon, Wormfang Behemoth, Wormfang Crab, Wormfang Drake, Wormfang =
Manta, Wormfang Newt, and Wormfang Turtle. See the "Card-Specific Notes" =
section for comments on Soulgorger Orgg, Spellgorger Barbarian, Wormfang =
Crab, and Wormfang Manta.
-----
Advocates
* The five Judgment Advocates are creatures with abilities that both =
return cards in your opponent's graveyard to his or her hand and give =
you a beneficial effect. They're all green or white.
Nullmage Advocate
{2}{G}
Creature -- Insect Druid
2/3
{T}: Return two target cards in an opponent's graveyard to his or her =
hand. Destroy target artifact or enchantment.
* The ability targets a number of cards in an opponent's graveyard, as =
well as whatever else will be affected by the ability. You must choose a =
different card for each target. If one or more of the targets are =
illegal when the ability resolves, you still do as much of the effect as =
you can.
* You can't play the ability unless a single opponent has enough cards =
in his or her graveyard for you to target.
* The Advocates are Forcemage Advocate, Nullmage Advocate, Pulsemage =
Advocate, Shieldmage Advocate, and Spurnmage Advocate.
-----
Phantoms
* The six Judgment Phantoms are creatures that come into play with a =
number of +1/+1 counters on them. All damage dealt to them is prevented, =
and one +1/+1 counter is removed each time the Phantom would be damaged. =
They're all green and/or white.
Phantom Nomad
{1}{W}
Creature -- Nomad Spirit
0/0
Phantom Nomad comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a =
+1/+1 counter from Phantom Nomad.
* Each time a Phantom would be dealt damage, prevent all of that damage. =
Then remove one +1/+1 counter from it. It doesn't matter how much damage =
would be dealt to the Phantom at any one time. You still remove only one =
+1/+1 counter from it.
* Each Phantom has a base toughness of 0. When a Phantom has no more =
+1/+1 counters on it, unless some other effect is raising its toughness, =
it has 0 toughness and is put into its owner's graveyard.
* A Phantom's ability prevents damage even if there are no more +1/+1 =
counters on it. So if a Phantom's toughness is raised by some other =
effect, it becomes impossible to destroy with damage unless an effect =
like Flaring Pain (see the "Card-Specific Notes" section) states that =
damage can't be prevented.
* The Phantoms are Phantom Centaur, Phantom Flock, Phantom Nantuko, =
Phantom Nishoba, Phantom Nomad, and Phantom Tiger. See the =
"Card-Specific Notes" section for more information about Phantom =
Centaur.
-----
Incarnations
* The Incarnations are creatures that have an effect while they are in =
your graveyard.=20
Anger
{3}{R}
Creature -- Incarnation
2/2
Haste
As long as Anger is in your graveyard and you control a mountain, =
creatures you control have haste.
* The five uncommon Incarnations give creatures you control a simple =
keyword ability as long as the Incarnation is in your graveyard and you =
control the appropriate basic land type. The ability starts working as =
soon as the Incarnation goes into your graveyard. If the Incarnation is =
in play, it has that ability itself, but it doesn't give it to any of =
your other creatures.
* The two rare Incarnations are Genesis and Glory. Genesis has a =
triggered ability that returns a creature card from your graveyard to =
your hand. Glory has an activated ability that gives your creatures =
protection from the color of your choice.
* Riftstone Portal is a land with an ability that works just like the =
Incarnations' abilities. When it's in your graveyard, it gives lands you =
control the ability to tap for {G} or {W}.
* If it matters (because another effect cares about the granted ability =
or wants to remove the granted ability), the timestamp of the granted =
ability is set when the Incarnation is put into your graveyard. This is =
an extension of Rule 418.5c, which says in part, "A permanent's =
timestamp is the time it came into play."
* The Incarnations and Riftstone Portal have the tombstone icon. This =
icon makes it easier for you to see them in your graveyard.
* The Incarnations are Anger, Brawn, Filth, Genesis, Glory, Valor, and =
Wonder. See the "Card-Specific Notes" section for more information about =
Genesis, Glory, and Riftstone Portal.
-----
Wishes
* The five Judgment Wishes let you go get any card you own and put it =
into your hand.
Burning Wish
{1}{R}
Sorcery
Choose a sorcery card you own from outside the game, reveal that card, =
and put it into your hand. Remove Burning Wish from the game.
* With a Wish, you can retrieve either a card that has been removed from =
the game or one of your other _Magic_(R) cards that didn't start the =
game in your deck. The Wishes work in a slightly different way depending =
on whether you're playing in a DCI(TM)-sanctioned tournament or not.
* Outside DCI-sanctioned play, "a card you own from outside the game" is =
one of the following things: (a) A card you own that's in the =
removed-from-the-game zone. It can be in that zone for any reason. (b) =
Any card in your collection. Go find the card that will help you most in =
the situation you're in.
* In DCI-sanctioned play, "a card you own from outside the game" is one =
of the following things: (a) A card you own that's in the =
removed-from-the-game zone. It can be in that zone for any reason. (b) A =
card that's in your sideboard. If you get a card from your sideboard, =
you must put the Wish into your sideboard instead of just removing it =
from the game. This makes sure that your sideboard has the correct =
number of cards in it at all times.
* The Magic Floor Rules do not allow you to look at your sideboard =
during a game. The Wishes are an exception to this rule. While a Wish is =
resolving (and only while a Wish is resolving), you're allowed to look =
at your sideboard. You must make sure that the cards in your sideboard =
can't be confused with any other cards you have.
* The Wishes are Burning Wish, Cunning Wish, Death Wish, Golden Wish, =
and Living Wish.
-----
CARD-SPECIFIC NOTES
Anurid Brushhopper
{1}{G}{W}
Creature -- Beast
3/4
Discard two cards from your hand: Remove Anurid Brushhopper from the =
game. Return it to play under its owner's control at end of turn.
* When the Brushhopper is removed from the game, any local enchantments =
on it fall off and any counters on it are removed. When it returns to =
play, it comes back untapped and is treated as a new version of the =
card.
* Normally, the Brushhopper will return to play at the end of the same =
turn it's removed. But if it's removed during the end-of-turn step, it's =
too late to return it this turn. It has to wait to return to play until =
the next end-of-turn step.
-----
Balthor the Defiled
{2}{B}{B}
Creature -- Zombie Dwarf Legend
2/2
All Minions get +1/+1.
{B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns =
all black and all red creature cards from his or her graveyard to play.
* Just like the Balthor the Stout in Torment, Balthor the Defiled helps =
a creature type other than its own. In this case, it helps Minions.=20
* When the second ability resolves, each player looks at each creature =
card in his or her graveyard. If it's black, return it to play. If it's =
red, return it to play. If it's both black and red, return it to play.
* A Balthor the Stout and a Balthor the Defiled can be in play at the =
same time. Since these are different cards (even though they're the same =
character), the Legend rule doesn't apply.
-----
Battlefield Scrounger
{3}{G}{G}
Creature -- Centaur
3/3
Threshold -- Put three cards from your graveyard on the bottom of your =
library: Battlefield Scrounger gets +3/+3 until end of turn. Play this =
ability only once each turn. (Play this ability only if seven or more =
cards are in your graveyard.)
* Having threshold only matters just before you play the ability. If =
playing the ability makes you lose threshold, it will still resolve =
normally. You won't be able to pay for and play the ability again until =
you have at least seven cards in your graveyard again.
-----
Book Burning
{1}{R}
Sorcery
Unless a player has Book Burning deal 6 damage to him or her, put the =
top six cards of target player's library into his or her graveyard.
* Any player can have Book Burning deal 6 damage to him or her, not just =
the player targeted by Book Burning.
-----
Browbeat
{2}{R}
Sorcery
Unless a player has Browbeat deal 5 damage to him or her, target player =
draws three cards.
* Any player can have Browbeat deal 5 damage to him or her, not just the =
player targeted by Browbeat.
-----
Cabal Therapy
{B}
Sorcery
Name a nonland card. Target player reveals his or her hand and discards =
from it all cards with that name.
Flashback--Sacrifice a creature. (You may play this card from your =
graveyard for its flashback cost. Then remove it from the game.)
* The card is named on resolution, then your opponent reveals his or her =
hand. Your opponent can't do anything between you naming the card and =
seeing his or her hand.
-----
Commander Eesha
{2}{W}{W}
Creature -- Bird Soldier Legend
2/4
Flying, protection from creatures
* Protection from creatures means that this creature can't be blocked by =
creatures, it can't be the target of abilities from creatures, and all =
damage that would be dealt to it from creatures is prevented.=20
-----
Dwarven Bloodboiler
{R}{R}{R}
Creature -- Dwarf
2/2
Tap an untapped Dwarf you control: Target creature gets +2/+0 until end =
of turn.
* Dwarven Bloodboiler's ability doesn't include the {T} symbol. You can =
play the ability even if you haven't controlled Dwarven Bloodboiler =
since the beginning of your most recent turn.
-----
Elephant Guide
{2}{G}
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature is put into a graveyard, put a 3/3 green =
Elephant creature token into play.
* The player who controlled the Elephant Guide is the player who gets =
the 3/3 Elephant token. This may not be the player who controlled the =
creature.
* If Elephant Guide is put into a graveyard but the creature it's =
enchanting isn't, an Elephant token isn't created.
-----
Epic Struggle
{2}{G}{G}
Enchantment
At the beginning of your upkeep, if you control twenty or more =
creatures, you win the game.
* To win the game, you must control twenty or more creatures both at the =
beginning of your upkeep and when Epic Struggle's ability resolves.
-----
Exoskeletal Armor
{1}{G}
Enchant Creature
Enchanted creature gets +X/+X, where X is the number of creature cards =
in all graveyards.
* Exoskeletal Armor works a lot like Empyrial Armor from the =
_Weatherlight_(TM) set. The value of X changes each time a creature card =
goes to a graveyard or leaves a graveyard.
-----
Flaring Pain
{1}{R}
Instant
Damage can't be prevented this turn.
Flashback {R} (You may play this card from your graveyard for its =
flashback cost. Then remove it from the game.)
* Flaring Pain negates all kinds of damage prevention. After Flaring =
Pain resolves, no damage can be prevented. Players can still play damage =
prevention spells and abilities, but none of them will work. Any damage =
prevention shields that are already in place when Flaring Pain resolves =
become useless.
* Circles of Protection and similar cards won't do anything at all.=20
* Protection abilities won't prevent damage, but their other effects =
will still work normally. So, for example, a creature with protection =
from red couldn't be targeted by Blaze, but it could be damaged by =
Earthquake.
* If a Phantom is dealt damage, the damage won't be prevented and a =
+1/+1 counter must still be removed.=20
* Spells and abilities that replace or "redirect" damage will work =
normally. Only spells and abilities that use the words "prevent" or =
"protection from" are affected.
-----
Flash of Insight
{X}{1}{U}
Instant
Look at the top X cards of your library. Put one of them into your hand =
and the rest on the bottom of your library.
Flashback--{1}{U}, Remove X blue cards in your graveyard from the game. =
(You can't remove Flash of Insight to pay for its own flashback cost.)
* When you play Flash of Insight using its flashback ability, the first =
thing you do is put the spell card on the stack. This is why you can't =
remove Flash of Insight to pay for its own flashback cost. It's not in =
the graveyard when you pay its cost, so you couldn't possibly remove it =
from there.
-----
Funeral Pyre
{W}
Instant
Remove target card in a graveyard from the game. Its owner puts a 1/1 =
white Spirit creature token with flying into play.
* The removed card's owner puts the token into play under his or her =
control.
-----
Genesis
{4}{G}
Creature -- Incarnation
4/4
At the beginning of your upkeep, if Genesis is in your graveyard, you =
may pay {2}{G}. If you do, return target creature card from your =
graveyard to your hand.
* Unlike the five uncommon Incarnations, Genesis has a triggered =
ability, not a static ability. For its ability to work, it must be in =
your graveyard both at the start of your upkeep and when its ability =
resolves.
* You choose the target creature card when you put the ability onto the =
stack. You do this before you pay {2}{G}, and you do this even if you =
have no intention of using the ability. The creature card must be in =
your graveyard at the start of your upkeep, or else Genesis won't be =
able to target it. Genesis may target itself, and if you have no other =
creature cards in your graveyard, Genesis must target itself.
* Pay the cost and return the creature card when the ability resolves. A =
single Genesis allows you to return one creature card each turn. If you =
want to return more than one creature card per turn, you need more than =
one Genesis in your graveyard.
-----
Glory
{3}{W}{W}
Creature -- Incarnation
3/3
Flying
{2}{W}: Creatures you control gain protection from the color of your =
choice until end of turn. Play this ability only if Glory is in your =
graveyard.
* Unlike the five uncommon Incarnations, Glory has an activated ability, =
not a static ability. If Glory leaves your graveyard before its ability =
resolves, it will still resolve normally. As with any other activated =
ability, you can play it more than once each turn.=20
* Each time its ability resolves, you can choose what color to give your =
creatures protection from. Glory only gives protection to the creatures =
that are in play when its ability resolves. It doesn't give protection =
to creature cards in your graveyard or creatures that come into play =
after its ability resolves.
* Glory's ability isn't targeted, so you can use Glory's ability to give =
your creatures protection from a color even if you've already used =
Glory's ability to give your creatures protection from white.
-----
Grip of Amnesia
{1}{U}
Instant
Counter target spell unless its controller removes his or her graveyard =
from the game.
Draw a card.
* You can choose to remove your graveyard from the game even if there =
are no cards in it.
-----
Grizzly Fate
(3}{G}{G}
Sorcery
Put two 2/2 green Bear creature tokens into play.
Threshold -- Instead put four 2/2 green Bear creature tokens into play.
Flashback {5}{G}{G} (You may play this card from your graveyard for its =
flashback cost. Then remove it from the game.)
* If Grizzly Fate is played from the graveyard, the Grizzly Fate card =
doesn't count toward threshold. Threshold is checked when the spell =
resolves, so Grizzly Fate will be on the stack, not in the graveyard.
-----
Guiltfeeder
{3}{B}{B}
Creature -- Horror
0/4
Guiltfeeder can't be blocked except by artifact creatures and/or black =
creatures.
Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 =
life for each card in his or her graveyard.
* You count the number of cards in the graveyard when the ability =
resolves. It resolves during the declare blockers step, before any =
creatures are destroyed by combat damage.
-----
Harvester Druid=20
{1}{G}
Creature -- Druid
1/1
{T}: Add to your mana pool one mana of any color that a land you control =
could produce.
* If you have a Riftstone Portal in your graveyard, you'll be able to =
tap the Druid for {G} or {W} in addition to any colors of mana your =
lands could normally make.
-----
Hunting Grounds
{G}{W}
Enchantment
Threshold -- Whenever an opponent plays a spell, you may put a creature =
card from your hand into play. (You have threshold as long as seven or =
more cards are in your graveyard.)
* Hunting Grounds has no abilities at all if you don't have threshold. =
If you do have threshold, it will trigger off spells played by each of =
your opponents.
-----
Infectious Rage
{1}{R}
Enchant Creature
Enchanted creature gets +2/-1.
When enchanted creature is put into a graveyard, choose a creature at =
random Infectious Rage can enchant. Return Infectious Rage to play =
enchanting that creature.
* Infectious Rage will return to play if the enchanted creature goes to =
a graveyard for any reason. This includes if the Rage's +2/-1 effect =
causes the creature it's enchanting to have 0 toughness.
* If Infectious Rage is put into a graveyard but the enchanted creature =
isn't, it won't return to play.
* When Infectious Rage returns to play, it can come into play enchanting =
one of your creatures or one of your opponent's creatures. You choose =
what it will enchant at random.
* When Infectious Rage returns to play, it doesn't target the new =
creature it enchants, so it can be put onto a creature that can't be the =
target of spells and abilities. However, it can't be put onto a creature =
it can't enchant, such as a creature with protection from red. Ignore =
those creatures when choosing a creature at random.
* Choosing a creature at random can be tricky. The simplest fair way to =
do it is to find a die with more sides than the number of creatures in =
play (ignoring any creatures Infectious Rage can't enchant). Give each =
creature a different number, and roll the die. Reroll any number that's =
higher than the number of creatures in play. (Don't start counting again =
at the beginning or the selection will be biased toward the =
lower-numbered creatures.) Put the Rage on the creature whose number was =
rolled.
-----
Krosan Reclamation
{1}{G}
Instant
Target player shuffles up to two target cards from his or her graveyard =
into his or her library.
Flashback {1}{G} (You may play this card from your graveyard for its =
flashback cost. Then remove it from the game.)
* You choose the cards that will be shuffled back into the player's =
library.
* If the target player becomes illegal before the spell resolves, Krosan =
Reclamation can't make the player shuffle the cards into his or her =
library. The cards stay in his or her graveyard.
-----
Krosan Verge
Land
Krosan Verge comes into play tapped.
{T}: Add one colorless mana to your mana pool.
{2}, {T}, Sacrifice Krosan Verge: Search your library for a forest card =
and a plains card and put them into play tapped. Then shuffle your =
library.
* Krosan Verge lets you search for both a forest and a plains, not just =
one or the other. It doesn't specify that the lands must be basic, so it =
can find "dual lands" such as Tundra and Tropical Island.
* You may choose not to find the plains, the forest, or both.
-----
Krosan Wayfarer
{G}
Creature -- Druid
1/1
Sacrifice Krosan Wayfarer: Put a land card from your hand into play.
* When you use this ability, you must put a land card from your hand =
into play if you have one in your hand.
-----
Laquatus's Disdain
{1}{U}
Instant
Counter target spell played from a graveyard.
Draw a card.
* Cards played using the flashback ability are played from a graveyard, =
and can be countered by Laquatus's Disdain. It can also counter spells =
played using Yawgmoth's Agenda, Yawgmoth's Will, and similar cards.
* When a card played using the flashback ability is countered, it's =
still removed from the game.
* Laquatus's Disdain can't counter cards played using the madness =
ability. Those cards are played from the removed-from-the-game zone, not =
from the graveyard.
-----
Lightning Surge
{3}{R}{R}
Sorcery
Lightning Surge deals 4 damage to target creature or player.
Threshold -- Instead Lightning Surge deals 6 damage to that creature or =
player and the damage can't be prevented.
Flashback {5}{R}{R} (You may play this card from your graveyard for its =
flashback cost. Then remove it from the game.)
* Lightning Surge either deals 4 or 6 damage. It never deals 10 damage. =
If it deals 4 damage, that damage can be prevented.
* "Damage can't be prevented" means that damage prevention shields and =
effects are useless. Circle of Protection: Red won't prevent the damage. =
If a Phantom is targeted by Lightning Surge, it will take 6 damage and =
then lose a +1/+1 counter.
* If Lightning Surge is played from the graveyard, the Lightning Surge =
card doesn't count toward threshold. Threshold is checked when the spell =
resolves, so Lightning Surge will be on the stack, not in the graveyard.
-----
Lost in Thought
{1}{U}
Enchant Creature
Enchanted creature can't attack or block and its activated abilities =
can't be played. Its controller may remove three cards in his or her =
graveyard from the game to ignore this ability until end of turn.
* The second sentence in Lost in Thought's ability is just part of the =
card's static ability. It isn't a separate activated ability, and thus =
its effect doesn't use the stack. You can remove the three cards from =
your graveyard any time you have priority.
* If you remove three cards from your graveyard, you ignore Lost in =
Thought's whole ability until the end of the turn. You therefore can't =
remove three cards from your graveyard again during the same turn.
-----
Masked Gorgon
{4}{B}
Creature -- Gorgon
5/5
Green creatures and white creatures have protection from Gorgons.
Threshold -- Masked Gorgon has protection from green and from white. =
(You have threshold as long as seven or more cards are in your =
graveyard.)
* Green creatures and white creatures have protection from anything with =
the creature type Gorgon, not just from Masked Gorgon.
* A creature with protection from Gorgons can't be blocked by Gorgons, =
it can't be the target of abilities from Gorgons, and all damage that =
would be dealt to it from Gorgons is prevented.
-----
Mirari's Wake
{3}{G}{W}
Enchantment
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana to your mana pool of any =
type that land produced.
* Mirari's Wake produces exactly one extra mana each time a land is =
tapped for mana.
* If you tap a land for more than one mana, and that mana is of =
different types, you choose which one of those types Mirari's Wake adds =
to your mana pool.
* If the land you tap produces no mana, Mirari's Wake produces no mana.
-----
Mist of Stagnation
{3}{U}{U}
Enchantment
Permanents don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a permanent =
for each card in his or her graveyard.
* When the triggered ability resolves, the player whose turn it is =
counts the number of cards in his or her graveyard. Then that player =
chooses that many permanents and untaps them.
* You may untap an untapped permanent with this ability. If you do, =
nothing happens to that permanent.
* You can untap any permanents, not just ones that you control. And you =
must untap as many permanents as you can. So, if the cards in your =
graveyard outnumber the permanents you control, you must untap some of =
your opponent's permanents. You choose which ones to untap.
-----
Morality Shift
{5}{B}{B}
Sorcery
Exchange your graveyard and library. Then shuffle your library.
* Here's what you do when this spell resolves: Take the cards in your =
graveyard and the cards in your library. Turn the cards that were in =
your graveyard face down and put them where your library was. Turn the =
cards that were in your library face up and put them where your =
graveyard was (in any order). Then shuffle your new library.
* If you have no cards in your graveyard, or no cards in your library, =
you can still make the exchange.
-----
Nomad Mythmaker
{2}{W}
Creature -- Cleric
2/2
{W}, {T}: Put target enchant creature card from a graveyard into play =
enchanting a creature you control. (You control that enchantment.)
* You target the enchantment when you play the ability, but you don't =
pick which creature to put it on until the ability resolves.
* You can't put the enchantment on a creature it can't enchant. So, for =
example, you can't put a black enchantment onto a creature with =
protection from black.
* The Mythmaker's ability doesn't target the creature, and neither does =
the enchantment that's coming into play. This means that you can put the =
enchantment onto a creature that can't be the target of spells and =
abilities.
-----
Phantom Centaur
{2}{G}{G}
Creature -- Centaur Spirit
2/0
Protection from black
Phantom Centaur comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Centaur, prevent that damage. Remove =
a +1/+1 counter from Phantom Centaur.
* If damage would be dealt to Phantom Centaur by a black source, its =
controller chooses which of its abilities will prevent that damage. If =
the damage is prevented by protection from black, the Centaur will not =
lose a +1/+1 counter. If the damage is prevented by the Phantom ability, =
the Centaur will lose a +1/+1 counter.
-----
Planar Chaos
{2}{R}
Enchantment
At the beginning of your upkeep, flip a coin. If you lose the flip, =
sacrifice Planar Chaos.
Whenever a player plays a spell, that player flips a coin. If he or she =
loses the flip, counter that spell.
* Planar Chaos forces all players to flip a coin to see if their spells =
work, including you.
-----
Quiet Speculation
{1}{U}
Sorcery
Search target player's library for up to three cards with flashback and =
put them into that player's graveyard. Then the player shuffles his or =
her library.
* The cards you search for have to have the flashback ability. Just =
having a tombstone icon isn't enough.
* If you target another player, you get to search that player's library.
* You can choose not to find any cards if you don't want to.
-----
Riftstone Portal
Land
{T}: Add one colorless mana to your mana pool.
As long as Riftstone Portal is in your graveyard, lands you control have =
"{T}: Add {G} or {W} to your mana pool."
* Riftstone Portal is related to the Incarnations. It gives all your =
lands the ability to produce {G} or {W} as long as it's in your =
graveyard.
-----
Scalpelexis
{4}{U}
Creature -- Beast=20
1/5
Flying
Whenever Scalpelexis deals combat damage to a player, that player =
removes the top four cards of his or her library from the game. If two =
or more of those cards have the same name, repeat this process.
* Each time you remove four cards, if two of those cards have the exact =
same name, you remove another four cards. It doesn't matter whether a =
card has the same name as one that was removed from the game in a =
previous batch of four cards. Unlike many similar abilities, this =
ability does look at basic land cards.
-----
Seedtime
{1}{G}
Instant
Play Seedtime only during your turn.
Take an extra turn after this one if an opponent played a blue spell =
this turn.
* You only get the extra turn if your opponent has already played a blue =
spell this turn.
* "Played" means "put on the stack," so if the only blue spell your =
opponent played hasn't resolved yet when you play Seedtime, you'll still =
get the extra turn.
* You only get one extra turn for each Seedtime you play. It doesn't =
matter how many blue spells your opponent has played this turn.
-----
Selfless Exorcist
{3}{W}{W}
Creature -- Cleric
3/4
{T}: Remove target creature card in a graveyard from the game. That card =
deals damage equal to its power to Selfless Exorcist. (A * on a card not =
in play is 0.)
* You can remove any creature card in any graveyard from the game. You =
can't remove other types of cards from the game.=20
* A creature *card* is dealing the damage, not an actual creature. =
(Creatures only exist in play.) Giving the Exorcist protection from =
creatures won't prevent the damage. But giving the Exorcist protection =
from red would prevent the damage from a red creature card because that =
creature card is a red source of damage.
* The damage dealt to the Exorcist always equals the power printed on =
the removed card. Though some effects can alter the power of a creature, =
no effects can alter the power of a card.
-----
Shaman's Trance
{2}{R}
Instant
Until end of turn, other players can't play cards from their graveyards, =
and you may play cards from other players' graveyards as though they =
were in your graveyard.
* Shaman's Trance doesn't give you any special power to play cards from =
graveyards. Something else (a flashback ability, Yawgmoth's Will, or the =
like) must independently let you play cards from a graveyard. Shaman's =
Trance just increases the number of graveyards you could play cards =
from.
* You can play any cards with flashback that are in any player's =
graveyard. These cards will be removed from the game when they resolve, =
just like normal.
* If you've played Yawgmoth's Will this turn, you can play any cards in =
your graveyard or your opponents' graveyards. Cards played from your =
graveyard will be removed from the game. Cards played from an opponent's =
graveyard will return to that graveyard when they resolve because the =
Will's replacement ability doesn't apply. You can play those cards over =
and over, as long as you have mana available.
* Shaman's Trance doesn't allow you to play any abilities of cards in =
other players' graveyards (such as Glory's ability), and it doesn't =
prevent other players from playing any abilities of cards in their =
graveyards.
-----
Solitary Confinement
{2}{W}
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless =
you discard a card from your hand.
Skip your draw step.
You can't be the target of spells or abilities.
Prevent all damage that would be dealt to you.
* If you sacrifice Solitary Confinement at the beginning of your upkeep, =
all its effects go away. You'll draw a card normally that turn, but you =
can be targeted by spells and abilities again, and damage is dealt to =
you normally.
-----
Soulgorger Orgg
{3}{R}{R}
Creature -- Nightmare Orgg
6/6
Trample
When Soulgorger Orgg comes into play, you lose all but 1 life.
When Soulgorger Orgg leaves play, you gain life equal to the life you =
lost when it came into play.
* When the Orgg comes into play, if you have 1 or more life, your life =
total becomes 1. Note how much life you lost because of this effect. =
When the Orgg leaves play, you gain that much life. If you've gained =
life after it came into play but before it left play, you'll end up with =
more life than you started with.
* If the Orgg leaves play before its comes-into-play ability resolves, =
its leaves-play ability will resolve first. The leaves-play ability lets =
you gain life equal to the life you lost, but since you haven't yet lost =
any, you'll gain 0 life. Then your life total will become 1.
* If your life total is 0 or less when the Orgg comes into play (due to =
Transcendence's effect, for instance), then your life total will stay =
the same. The Orgg doesn't allow you to gain life when it comes into =
play.
-----
Spellgorger Barbarian
{3}{R}
Creature -- Nightmare Barbarian=20
3/1
When Spellgorger Barbarian comes into play, discard a card at random =
from your hand.
When Spellgorger Barbarian leaves play, draw a card.
* Spellgorger Barbarian works a little differently than the other =
Nightmares. Instead of removing and returning the same thing, it =
operates on different things. (The card you discard won't be the card =
you get back.) Also, the card goes to the graveyard, not the =
removed-from-the-game zone.
* If you don't have any cards in your hand when the Barbarian's =
comes-into-play ability resolves, nothing happens. This doesn't affect =
the Barbarian in any way. You'll still draw a card when it leaves play.
* If the Barbarian leaves play before its comes-into-play ability =
resolves, its leaves-play ability will resolve first. First you'll draw =
a card, then you'll discard a card at random.
-----
Spelljack
{3}{U}{U}{U}
Instant
Counter target spell. If it's countered this way, remove it from the =
game instead of putting it into its owner's graveyard. As long as it =
remains removed from the game, you may play it as though it were in your =
hand without paying its mana cost. If it has X in its mana cost, X is 0.
* Once you've played Spelljack on a spell, that spell stays removed from =
the game until you decide to play it. When you play it, even though you =
don't have to pay the mana cost, you still must pay any additional =
costs. You have to follow all the normal rules for playing a spell; for =
example, you can't play a Spelljack-removed sorcery on your opponent's =
turn. Also, if the removed card has any play restrictions, you must =
follow them.
* If you play an instant or sorcery spell that was removed from the game =
with Spelljack, it will go to its owner's graveyard when it resolves.
* If you play a creature, enchantment, or artifact spell that was =
removed from the game with Spelljack, it will come into play under your =
control. When it's destroyed, or at the end of the game, it will go to =
its owner's graveyard.
* You can Spelljack a spell that was played with flashback. It will be =
removed from the game, and you can then play it yourself. When it =
resolves, it will go to its owner's graveyard, because the flashback =
effect no longer applies to the spell.=20
* If you play Spelljack targeting a copy of a spell (one created by =
Mirari's ability, for instance), the spell will be countered. However, =
as soon as it's removed from the game, it ceases to exist.
* Your opponent can retrieve a spell that's been removed from the game =
by making the appropriate Wish.
-----
Stitch Together
{B}{B}
Sorcery
Return target creature card from your graveyard to your hand.
Threshold -- Instead return that card from your graveyard to play. (You =
have threshold if seven or more cards are in your graveyard.)
* If exactly seven cards are in your graveyard when Stitch Together =
starts resolving, the target card will wind up in play even though =
you'll lose threshold when that card leaves your graveyard. Stitch =
Together checks for threshold just before it starts resolving, and once =
its effect is determined, it can't be changed.
-----
Sutured Ghoul
{4}{B}{B}{B}
Creature -- Zombie
*/*
Trample=20
As Sutured Ghoul comes into play, remove any number of creature cards in =
your graveyard from the game.
Sutured Ghoul's power is equal to the total power of the removed cards =
and its toughness is equal to their total toughness. (A * on a card not =
in play is 0.)
* The Ghoul's power and toughness are both set when it comes into play. =
If a Wish returns one of the removed cards to your hand, the Ghoul's =
power and toughness won't change.
* The power and toughness of the Ghoul are based on the characteristics =
printed on the removed cards. Though some effects can alter the power or =
toughness of a creature, no effects can alter the power or toughness of =
a card.
-----
Swelter
{3}{R}
Sorcery
Swelter deals 2 damage to each of two target creatures.
* You must target two creatures with Swelter. If there's only one =
creature for Swelter to target, you can't play it.
-----
Swirling Sandstorm
{3}{R}
Sorcery
Threshold -- Swirling Sandstorm deals 5 damage to each creature without =
flying. (You have threshold if seven or more cards are in your =
graveyard.)
* This card does nothing if you don't have threshold when it resolves.
-----
Sylvan Safekeeper
{G}
Creature -- Wizard
1/1
Sacrifice a land: Target creature you control can't be the target of =
spells or abilities this turn.
* This card was designed by Olle Rade after winning the 1997 Duelist =
Invitational in Hong Kong. He's pictured in the card's art.
-----
Test of Endurance
{2}{W}{W}
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win =
the game.
* To win the game, you must have 50 or more life both at the beginning =
of your upkeep and when Test of Endurance's ability resolves.
-----
Treacherous Vampire
{4}{B}
Creature -- Vampire
4/4
Flying
Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you =
remove a card in your graveyard from the game.
Threshold -- Treacherous Vampire gets +2/+2 and has "When Treacherous =
Vampire is put into a graveyard from play, you lose 6 life."
* If you can't remove a card from your graveyard when the Vampire =
attacks or blocks, you have to sacrifice it.
* Treacherous Vampire's second ability checks to see whether you have =
seven cards in your graveyard just before the Vampire goes there itself. =
If you don't, the ability won't trigger.
-----
Treacherous Werewolf
{2}{B}
Creature -- Minion Wolf
2/2
Threshold -- Treacherous Werewolf gets +2/+2 and has "When Treacherous =
Werewolf is put into a graveyard from play, you lose 4 life." (You have =
threshold as long as seven or more cards are in your graveyard.)
* Treacherous Werewolf's ability checks to see whether you have seven =
cards in your graveyard just before the Werewolf goes there itself. If =
you don't, the ability won't trigger.
-----
Unquestioned Authority
{2}{W}
Enchant Creature
When Unquestioned Authority comes into play, draw a card.
Enchanted creature has protection from creatures.
* Protection from creatures means that the enchanted creature can't be =
blocked by creatures, it can't be the target of abilities from =
creatures, and all damage that would be dealt to it from creatures is =
prevented.=20
-----
Venomous Vines
{2}{G}{G}
Sorcery
Destroy target enchanted permanent.
* This spell can destroy any permanent which has an enchantment on it. =
If the permanent is destroyed (and is not regenerated), the enchantment =
is put into its owner's graveyard because it has nothing to enchant.=20
* If all local enchantments on the target permanent are removed in =
response to playing Venomous Vines, Venomous Vines will be countered due =
to having an illegal target.
-----
Wormfang Crab
{3}{U}
Creature -- Nightmare Crab
3/6
CORRECTION
The Magic rules team recently discovered a problem with this card. In =
combination with some other cards, its ability can cause the game to go =
into an infinite loop and end in a draw. The printed wording is:
Wormfang Crab is unblockable.
When Wormfang Crab comes into play, an opponent chooses a permanent you =
control and removes it from the game.
When Wormfang Crab leaves play, return the removed card to play under =
its owner's control.
Therefore, the rules team has decided that the ability should read as =
follows, and future Oracle(TM) updates will reflect the correction.
Wormfang Crab is unblockable.
When Wormfang Crab comes into play, an opponent chooses a permanent you =
control other than Wormfang Crab and removes it from the game.
When Wormfang Crab leaves play, return the removed card to play under =
its owner's control.
The change means that Wormfang Crab can no longer remove itself from the =
game.
-----
Wormfang Manta
{5}{U}{U}
Creature -- Nightmare Beast
6/1
Flying
When Wormfang Manta comes into play, you skip your next turn.
When Wormfang Manta leaves play, you take an extra turn after this one.
* Wormfang Manta causes you to skip a turn when it comes into play, then =
gives you an extra turn when it leaves play.=20
* If the Manta comes into play and leaves play in the same turn, the =
abilities cancel each other out. (It doesn't matter which ability =
resolves first.) Its comes-into-play ability will create an effect that =
tells you to skip your next turn. And its leaves-play ability gives you =
an extra turn immediately after this one. When the current turn ends, =
you'll get to the extra turn, but the "skip a turn" effect kicks in. The =
extra turn will be the one you skip.
-----
All trademarks, including character names, are property of Wizards of =
the Coast, Inc. (Copr.)2002 Wizards.