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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.