Read more about the facets of Sienira, or see the full list of cards.
KEYWORD ABILITY: REMINISCE Reminisce is a keyword ability found on all card types that allows you to give up that card from your hand to get back one from your graveyard. Silkvine Enchantment Creature - Elemental Spider, 3G, 1/4 Creatures you control have reach. Reminisce 1G (1G, Exile this card from your hand: Return target creature or enchantment card from your graveyard to your hand.) * "Reminisce [cost]" means "[cost], Exile this card from your hand: Return target card in your graveyard which shares a card type with this card to your hand." * Reminisce is an activated ability which you activate from your hand. If a card with reminisce is on the battlefield, or in any zone other than your hand, you can't use that card's reminisce ability. * The card with reminisce is exiled from your hand as part of the cost of activating the reminisce ability. * The target card in your graveyard is announced when the ability is put on the stack. All players can respond before the card in your graveyard is put into your hand. * If the target card shares no types with the exiled card when the reminisce ability resolves, the ability will be countered. * Reminisce on a card with multiple types allows you to return a card of any of those card types to your hand. For example, Silkvine is an Enchantment Creature, so its reminisce ability can target any creature card or enchantment card (including an artifact creature card or a land enchantment card). KEYWORD ABILITY: OVERPOWER Overpower is a keyword ability found on creatures. It makes the creature it's on more fearsome by letting it shrink or kill creatures blocking it before combat damage. Chokebillows Creature - Elemental, 5B, 5/1 Overpower 1B (1B: Target creature blocking Chokebillows gets -1/-1 until end of turn.) * Overpower can only be activated when the creature with overpower is attacking and blocked. * Overpower can be activated multiple times. If the creature with overpower is blocked by multiple creatures, you can activate it multiple times targeting the same blocking creature or different ones. * If a blocking creature's toughness becomes zero, it'll be put into its owner's graveyard. * If all the blocking creatures are killed before combat damage, the attacking creature still won't be able to deal its combat damage to the player or planeswalker it's attacking, unless it has trample. TYPE-CHANGING EFFECTS Several cards in the set can change the card types of a card, spell or permanent. Reality Sculptor Creature - Human Wizard, 2/2, 2WW WW, T: Until end of turn, target permanent loses all types and becomes your choice of an artifact, an enchantment, a 2/2 creature, or a land. Hand of Ubiquity Creature - Dryad, 1GG, 1/2, rare T: Add G to your mana pool for each card type Hand of Ubiquity has. GG: Choose artifact, enchantment or land. If Hand of Ubiquity isn't already the chosen type, put a +1/+1 counter on her and she becomes that type in addition to her other types. * If you change a land that had one or more basic land types into a permanent that isn't a land, it'll lose those basic land types and lose the corresponding mana abilities. * If you change a land into a permanent that isn't a land, but it didn't have any basic land types, it will still have the abilities it had before, such as tapping for mana. * Damage dealt to permanents that are neither creatures nor planeswalkers doesn't do anything. Damage dealt to permanents that are both creatures and planeswalkers has two effects - it both causes loyalty counters to be removed, and accumulates on the creature waiting to reach lethal damage. * An Aura that ceases being an enchantment will still have the Enchant ability, but won't be an Aura any more. It'll become unattached, and then be put into a graveyard as a state-based action. * An Equipment that ceases being an artifact will become unattached (even if it becomes an enchantment, as it won't be an Aura). It will still have the Equip ability, which can still be activated, but won't do anything when it resolves. CONCEALERS Five creatures can hide themselves, such that they cease being creatures temporarily. The red, green and white Concealers change what they look like on the battlefield; the blue and black Concealers change what they look like in the graveyard. Mirrorglade Concealer Creature - Human Druid, 1G, 2/1 1G: Mirrorglade Concealer becomes an enchantment until end of turn. (It's no longer a creature this turn.) Zerian Concealer Creature - Vampire Cleric, 3B, 4/2 1B: Zerian Concealer becomes a sorcery card until end of turn. Activate this ability only when Zerian Concealer is in your graveyard. (It's no longer a creature card this turn.) * In all cases, the Concealers' abilities only affect them when they're in the zone where they were when you activated the ability. If they leave that zone (the battlefield or the graveyard) to move to another, they'll revert to their printed type, Creature. * The red, green and white Concealers cease being creatures for the turn if you activate their abilities. They'll no longer be valid targets of spells or abilities which say "target creature". If they were in combat, they'll be removed from combat. They'll no longer be able to deal or receive damage. * The blue and black Concealers change their types in your graveyard. They'll no longer be valid targets of spells or abilities which say "target creature card in a graveyard". * If you activate the blue or black Concealer, you can then retrieve them if you have a sorcery or instant with reminisce. * If an effect allows you to cast a sorcery or instant card from your graveyard, you can cast the blue or black Concealer (after activating its ability). It'll leave the graveyard as a sorcery or instant card and be put onto the stack as a creature spell. CARD-SPECIFIC NOTES Aetheric Disruption Instant, 2UU, common Return target creature and target noncreature nonland permanent to their owners' hands. * If either target becomes illegal, the spell will try to affect the other. * If both targets become illegal, the spell will be countered on resolution. Amphitheatre of Titans Artifact, 7, mythic 3: Each player puts a 3/3 Golem artifact creature token onto the battlefield. Any player may activate this ability. Golems block if able. WW: Creatures you control gain first strike UEOT. * Whenever any player activates the first ability, all players get a 3/3 Golem. * Whenever anyone who controls a Golem is being attacked, they must declare all Golems they control as blockers if there are any creatures the Golems can block. Arrogant Charger Creature - Centaur Warrior, 1G, 3/3, uncommon When Arrogant Charger enters the battlefield, return a creature you control to your hand. Reminisce 1G (1G, Exile this card from your hand: Return target creature card from your graveyard to your hand.) * If you control no other creatures when this creature enters the battlefield, you'll have to return it to your hand. Atrapice Research Instant, 3U, uncommon Draw two cards. You may discard two cards. If you do, return Atrapice Research to its owner's hand. * You only choose whether to discard two cards once you've seen the cards you drew. * You may choose the newly drawn cards among those you discard. * If you somehow don't have two cards in hand after the "draw two cards" part of the spell has happened, you can't choose to try to discard two cards. Axepreacher Ogre Creature – Ogre Cleric, 4R, 3/2, uncommon Whenever you cast a sorcery spell, Axepreacher Ogre gains double strike until end of turn. * Multiple instances of double strike are redundant. Bilespewer Demon Creature - Demon, 4/4, 5B, rare Flying At the beginning of your upkeep, target player discards a card. Bilespewer Demon gets +2/+2 for each type that card has. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery and tribal.) * Every card has at least one card type, so this creature will usually get at least +2/+2 from any discarded card. * If they discard an artifact creature card, or some other card with two types, it gets +4+4; and so on. * This creature doesn't care about supertypes such as Legendary, or subtypes such as Vampire, Aura or Mountain. * It doesn't get any bonus if the targeted player can't discard a card. * If the discarded card isn't in the graveyard due to an effect like Leyline of the Void or Progenitus, Bilespewer Demon still gets the bonus as long as the card was revealed. Challenge Instant, UU, common Counter target permanent spell. * A permanent spell is an artifact, creature, enchantment, or planeswalker spell. * Sorceries and instants can't be targeted by this card. * Lands are not cast as spells, so can't normally be targeted by this card. * If somehow a spell on the stack becomes a land spell, it can still be targeted and countered by this card. Clash with the Elusi Instant, 2UU, uncommon Choose target opponent. Put the top five cards of your library into your graveyard. For each Rogue card among them, that player puts the top two cards of his or her library into his or her graveyard. If there was an instant card among them, draw a card. If there was a land card among them, return Clash with the Elusi to its owner's hand. * This spell puts the top five cards of /your/ library into your graveyard. The rest of its effects are based on what those cards were. * You can mill the opponent for between 0 and 10 cards, if you have 0 to 5 Rogues among the five cards you revealed. * You can only draw one card. This will happen if there was one or more instant cards among those revealed. You can't choose not to draw the card. * If there was one or more land cards revealed, you'll return this spell to your hand as the final part of its resolution. You can't choose not to return it to your hand if there was a land card. * If not all of the five cards which this spell tries to put into your graveyard make it into your graveyard (for example, if one of them is Progenitus), this spell only looks at the cards which ended up in the graveyard. Clash with the Zerians 2BB, sorcery, uncommon Choose target opponent. Put the top five cards of your library into your graveyard. For each Cleric card among them, that player loses 2 life. If there was a sorcery card among them, that player discards a card. If there was a land card among them, return ~ to its owner's hand. * This spell puts the top five cards of /your/ library into your graveyard. The rest of its effects are based on what those cards were. * You can make the opponent lose between 0 and 10 life, if you have 0 to 5 Clerics among the five cards you revealed. * You can only make them discard one card. This will happen if there was one or more sorcery cards among those revealed. You can't choose not to have them discard. * If there was one or more land cards revealed, you'll return this spell to your hand as the final part of its resolution. You can't choose not to return it to your hand if there was a land card. * If not all of the five cards which this spell tries to put into your graveyard make it into your graveyard (for example, if one of them is Progenitus), this spell only looks at the cards which ended up in the graveyard. Cloak in Terror Tribal Sorcery - Cleric, 1B, common Target creature gets +3/+1 and gains intimidate until end of turn. If that creature is a Cleric, it gets an additional +3/+3 until end of turn. * If the target is a Cleric as this spell resolves, it gets +6/+4. Otherwise, it gets +3/+1. In all cases, it gains intimidate. Conquering Dragon Creature - Dragon, 5R, 4/4, rare Flying Whenever a land enters the battlefield under your control, Conquering Dragon gets +2/+2 until end of turn. If that land is the second land to enter the battlefield under your control this turn, Conquering Dragon gains trample and first strike until end of turn. * The ability counts all lands that enter the battlefield under your control for any reason, such as your normal land for the turn. * If one land enters the battlefield under your control, then leaves the battlefield and then enters the battlefield under your control for a second time on the same turn, that will trigger the ability twice, and the creature will gain trample and first strike. Cryptic Demand UR11 Instant, 5UUU, mythic Return up to one target permanent to its owner's hand. Tap all creatures you don't control. Counter up to one target spell. Draw a card. * You can cast this with zero targets, one target (a permanent or a spell), or two (a permanent and a spell). Demented Lavaflinger Creature - Human Shaman, R, 2/1, rare Whenever Demented Lavaflinger deals damage to a player, that player loses half his or her life, rounded up. At the beginning of your upkeep, Demented Lavaflinger deals 3 damage to itself. * The first ability counts any damage, not just combat damage. It also affects all players, including you, if he somehow deals damage to you. * The second ability will usually cause this creature to kill himself. Destructive Burrows Enchantment, 2RR, rare 1, sacrifice a land: Put a 1/1 red Orc creature token onto the battlefield. At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, Orcs you control can't be blocked except by two or more creatures this turn. * The second ability applies to all Orcs you control, not just ones made by the first ability. Eleventh Rite of Eharot Sorcery, 4BB, mythic If you have exactly 10 sorcery cards and exactly 10 other cards in your graveyard, you win the game. * You need to have exactly 20 cards in your graveyard when this spell resolves, and exactly 10 of them need to have the type sorcery. * It doesn't count itself, because it's still on the stack when it does the count. Erack the Outcast Legendary Creature - Human Druid, 1GW, 2/2, rare Artifact creatures you control have +1/+1. Enchantment creatures you control have +1/+1. Land creatures you control have +1/+1. * A creature that is an artifact and a land, or an artifact and an enchantment, or an enchantment and a land, will get +2/+2. A creature that's an artifact creature enchantment land will get +3/+3. Firesnake Eruption Sorcery, XR, uncommon Put a 0/-3 red Elemental Serpent creature token with haste onto the battlefield with X+1 +1/+1 counters on it. * You put X+1 counters on the token. This means its power is usually equal to the amount of mana you spent on this spell, including the one mana spent on the R in the cost. * If X is 0, 1 or 2 then the token will probably die immediately. You won't have a chance to save it with spells or activated abilities. * If you choose X=3, for a total cost of 3R (4 mana), the token will probably enter the battlefield as a 4/1 creature. If you choose X=4, for a total cost of 4R (5 mana), it will be a 5/2, and so on. The number of counters on the token will normally be equal to its power. * The token arrives on the battlefield with its counters. At no point is it present without them. Fivefold Braid Instant, 4U, rare You may reveal exactly five instant cards from your hand. If you do, you may cast those cards without paying their mana costs. If you choose the same target for all five, draw five cards. * If you can't or choose not to reveal five instant cards from your hand, none of the rest of the spell has any effect. * You may choose to cast any or all of the instants. You can't pay any alternative costs. You can pay additional costs such as kicker. * You don't have to choose the same target for all five instants. You just get an extra bonus if you do. * You only draw the five cards if all five instants are targeted, and there's at least one permanent, spell, or other object that you choose as a target for each of the five instants. * For example, you can't draw the five bonus cards if one of your revealed instants is Inspiration ("Draw two cards"), because that has no target. Nor can you if you reveal both Counterspell and Boomerang, because there's nothing that can be a legal target for both of those. However, in all these cases, you still get to cast all the instants for free. Flitwing Forger Creature - Faerie Artificer, 1W, 1/1, uncommon Flying T: You may put an artifact card with converted mana cost 2 or less from your hand onto the battlefield. * An artifact land card has converted mana cost zero, so you may put it onto the battlefield with Flitwing Forger. Force the Hand Instant, BB, rare Target permanent's controller activates an activated ability of that permanent of your choice. You make all choices. (That player pays all costs, activating mana abilities as necessary. You can't make a choice that player can't pay for.) While Force the Hand is on the stack and not resolving, spells and abilities can't be played. * You choose the target permanent when you announce the spell. Everything else is chosen on resolution. * When the spell resolves (assuming the target is still legal), you choose one of that permanent's activated abilities. You proceed as if that permanent's controller had activated that ability, except that you make all choices required: targets, modes, and anything else, including on the ability's resolution. * You choose any parts of the cost such as which permanents to sacrifice if appropriate. But that player is paying the costs, which means that any sacrifices must be permanents that player controls (including the targeted permanent itself). * If there is a demonstrable way that that player can pay for the chosen ability, they must do so, even if this means activating mana abilities which deal damage to them or suchlike. * You can't choose an ability whose costs involve information hidden from you, such as "Discard a red card:". That's because that player's hand is a hidden zone, so there isn't a demonstrable way that that player can pay for the chosen ability. * If the permanent has any activated abilities that player can pay for, you must choose one of them. * If the permanent doesn't have any activated abilities that player can pay for, the spell has no effect. * This spell has an effect while on the stack that's like split second, but stronger. No player can cast spells or activate any abilities while it's on the stack. This includes mana abilities. Frantic Cleansing Instant, W, common You may sacrifice an artifact. If you do, destroy up to one target artifact. You may sacrifice an enchantment. If you do, destroy up to one target enchantment. * You choose up to one target artifact and up to one target enchantment when you cast this spell. You don't sacrifice anything at the time you cast it. * When the spell resolves, you may sacrifice an artifact. If you do, then if you chose a permanent for the artifact target, it's destroyed. Then you may sacrifice an enchantment, and if you do and if you chose an enchantment target, it's destroyed. * The artifact target, if you choose one, must be an artifact when the spell is announced. If it's no longer an artifact when the spell resolves, it can't be destroyed. The same holds for the enchantment target. * If there's one permanent that's both an artifact and an enchantment, you can choose it as the target for both halves of this spell if you want. In that case, you can destroy it once by sacrificing either an artifact or an enchantment, or destroy it twice by sacrificing both an artifact and an enchantment. This might matter if the target has a regeneration shield: it'd need to be regenerated twice to survive being destroyed twice. Freedom of Will Enchantment - Aura, 2U, uncommon Enchant artifact or enchantment Enchanted permanent is a creature with power and toughness each equal to its converted mana cost. * See "Type-Changing Effects" above. * If the enchanted permanent becomes neither an artifact nor an enchantment, Freedom of Will will be put into its owner's graveyard as a state-based action. * If the enchanted permanent was an artifact, but changes to become an enchantment, or vice versa, Freedom of Will won't fall off. Grand Convocation Sorcery, 4RR, mythic Each other player may cast any number of nonland cards from their hand without paying their mana cost. Then you may cast any number of nonland cards from your hand without paying their mana cost. * All the spells, cast by anyone, all go on the stack as this spell is resolving. Then they will resolve one at a time, starting with the last to be cast, which are yours. * Spells which destroy targeted creatures or permanents on the battlefield won't be able to affect any of the cards cast with this spell, because all targets are chosen when those spells are cast. Grudges of the Earth Enchantment - Aura, RR, rare Enchant land Lands you control that are enchanted are indestructible and have "Sacrifice this land: This land deals 2 damage to target creature or player." Land creatures you control that are enchanted have +2/+0 and haste. * The first effect applies to all enchanted lands you control. This includes the land that this enchantment is on, assuming it's enchanting a land you control. * If you sacrifice an enchanted land, the Aura(s) enchanting it will be put into their owners' graveyards. * The second effect applies to all enchanted lands you control that are also creatures. * A land creature you control that's enchanted will thus get +2/+0, have haste, be indestructible, and be able to be sacrificed for damage. An indestructible object can still be sacrificed (and will be put into its owner's graveyard). Hand of Ubiquity Creature - Dryad, 1G, 1/2, rare T: Add G to your mana pool for each card type Hand of Ubiquity has. GG: Choose artifact, enchantment or land. If Hand of Ubiquity isn't already the chosen type, put a +1/+1 counter on her and she becomes that type in addition to her other types. * The first ability will add G to your pool if this creature has one card type, such as creature. If she's got a second type, such as due to her second ability or an effect like Enchanted Evening or Mycosynth Lattice, you'll get a second G. If she's got a third type, you'll get a third G, and so on. * This creature doesn't care about supertypes such as Legendary, or subtypes such as Vampire, Aura or Mountain. * The maximum this creature can add to your mana pool is currently GGGGGG, if she were to become an Artifact Creature Enchantment Land Planeswalker Tribal. * The second ability lets you grant her additional types, but only if she doesn't already have those types. It adds +1/+1 counters to help you remember how many types she has, but the types aren't tied to the counters. Adding or removing +1/+1 counters won't change her types. Heart for the Lost Enchantment - Aura, 3G, rare Enchant creature Whenever enchanted creature deals combat damage to a player, you may return a face-up exiled card you own to your hand. * You choose the exiled card when the triggered ability resolves. * You can choose from any cards that have been exiled by any game effect. You can't choose cards from your sideboard or cards from outside the game. History Sculptor Creature - Advisor, 2UU, rare UU, T: Target card in a graveyard becomes all card types until end of turn. (Instants or sorceries still can't enter the battlefield.) * The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery and tribal. * The target card has only the subtypes (creature types such as Rogue, artifact types such as Equipment, enchantment types such as Aura, land types such as Island, and spell types such as Arcane) that it had before. It doesn't lose them but it doesn't gain any new subtypes. * The target card has only the supertypes (Legendary, Basic, and Snow) that it had before. It doesn't lose them but it doesn't gain any new supertypes. * If the target card moves to a new zone, the effect is forgotten and no longer has any effect. * For example, suppose you target an artifact card with this ability. Effects that return a creature from your graveyard to the battlefield will be able to return the target card. It will enter the battlefield as an artifact, not any other types. * If you try to return a card with printed type sorcery or instant card to the battlefield, it will stay where it is. Imperturbable Guardian Creature - Giant Soldier, 4WW, 6/6, rare Imperturbable Guardian can't become tapped. (You can't tap it to pay a cost. If an effect would tap it, it doesn't.) Vigilance * Any cost which includes tapping this creature can't be paid. * Any effect which tries to tap this creature will fail to tap it, but will still do anything else that effect was trying to do. * If this creature becomes the target of an effect which says "Tap target creature. If you do...", then the "If you do" portion of the effect won't happen. Infiltration Raid Instant, 2U, rare Cast Infiltration Raid only on your turn during the declare blockers step. You may reveal a creature card from your hand and pay its mana cost. If you do, put it onto the battlefield tapped, attacking and unblocked. Draw a card. * The declare blockers step is immediately after your opponent declares his blockers. There's no opportunity for them to block the creature that appears with this spell, apart from effects like Trap Runner or Curtain of Light. * You only get to put the creature card onto the battlefield if you pay its mana cost. * You're paying the creature's mana cost, but not casting it. You can't pay any additional costs such as kicker, or alternative costs such as morph. * When you put the creature onto the battlefield, you choose which opponent or planeswalker it's attacking. Irresistible Allure Enchantment - Aura, 2GG, uncommon All creatures able to block enchanted creature do so. 1GG: Return Irresistible Allure to its owner's hand. * All creatures which can block this creature are required to do so if the enchantment is on it at the moment blockers are declared. * If the enchantment is removed after that (such as with its second ability), it's too late to change blockers by then. Grimoire of the Don Artifact, 5, rare When Grimoire of the Don enters the battlefield, you may search your library for up to three instant cards and exile them. 1, T: You may cast a card exiled with this. (Pay its mana cost.) * The instants are exiled face up. * The only time you can cast the exiled instants is during the resolution of the second ability. Mana Scars Sorcery, 2R, common Mana Scars deals 3 damage to target player. Whenever a land enters the battlefield under you control, if Mana Scars is in your graveyard, you may have Mana Scars deal 1 damage to target player. * This spell's second ability only triggers from your graveyard. If Mana Scars has been removed from your graveyard before the ability resolves, the ability won't do anything. Mantle of Insight Enchantment - Aura, 2U, uncommon Enchant creature Whenever enchanted creature deals combat damage to a player, choose one - draw a card; or return target instant card from your graveyard to your hand. * If you have no instant cards in your graveyard, you'll have to draw a card. Mephisto the Adaptable Legendary Creature - Cat Shaman, 1RG, 3/3, rare As long as Mephisto the Adaptable has reach, he has flying. As long as he has first strike, he has double strike. As long as he has lifelink, he has deathtouch. * This creature's ability is constantly updated. At any point, if it has reach, it will be treated as if it had the printed ability "Flying", and similarly for the other two links. * If a creature has double strike and first strike, the first strike is redundant. Mindblanker Creature - Vampire Wizard, 2U, 2/2, uncommon 1U, T: Target creature loses all abilities until end of turn. * Abilities are all rules text on a permanent. * All abilities will be removed, with the exception of characteristic- defining abilities - i.e. abilities that specify the permanent's subtypes, colours, or power or toughness, such as "Transguild Courier is all colors" or "Coiling Woodworm's power is equal to the number of Forests on the battlefield". * This effect won't do anything to instances of that creature's activated or triggered abilities that are already on the stack before this resolves. * Other effects can later grant the creature new abilities. Naughtbringer Creature - Avatar, 2WW, 3/3, mythic Flying Unblocked creatures have "6, sacrifice this creature: Destroy target permanent." * All unblocked creatures have the ability, not just yours. Only the creature's controller may activate it. * Creatures are unblocked in the declare blockers step (before combat damage is dealt) and in the combat damage and end of combat steps (after combat damage is dealt). In the postcombat main phase, creatures are no longer attacking or unblocked, so they lose the ability this card grants. Oppress the Weak Enchantment, 2B, uncommon Whenever a creature with power 1 attacks or blocks, destroy it and its controller loses 1 life. * The ability will only trigger if the creature's power is 1 at the moment it's declared as an attacking or blocking creature. * The ability doesn't trigger on creatures with power 0 or less. * Once the ability has triggered, changing the creature's power won't save it. Regeneration will save the creature, but it'll be removed from combat, and its controller will still lose 1 life. Persistent Spores Enchantment, 3G, uncommon When Persistent Spores enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield. Whenever a Saproling you control deals combat damage to a player, put a 1/1 green Saproling creature token onto the battlefield. 1G: Return Persistent Spores to its owner's hand. * The second ability will trigger if this enchantment is on the battlefield at the moment the combat damage is dealt to a player. Once the ability has triggered, removing the enchantment won't stop you getting the Saproling. Pulse of Dementia 3B, Sorcery, uncommon Target opponent exiles the top two cards of his or her library, then puts the top two cards of his or her library into his or her graveyard. Then if you have more cards in your graveyard than that player, return ~ to its owner's hand. * You compare cards in graveyard after the rest of the spell happens. * If you have fewer cards in graveyard than the opponent, or the totals are equal, you don't get to return this spell to your hand. It's put into your graveyard as normal. Pulse of Pain 2B, sorcery, common Target opponent loses 4 life. Then if you have less life than that player, return Pulse of Pain to its owner's hand. * You compare life totals after the opponent loses 4 life. * If you have more life than the opponent, or the life totals are equal, you don't get to return this spell to your hand. It's put into your graveyard as normal. Pulse of Undeath 4BB, sorcery, rare Return target creature card from your graveyard to the battlefield. Then if you control fewer creatures than target opponent, return Pulse of Undeath to its owner's hand. * You compare number of creatures after returning the creature to the battlefield. * If you have fewer creatures than the opponent, or the numbers are equal, you don't get to return this spell to your hand. It's put into your graveyard as normal. Reality Sculptor Creature - Human Druid, 2/2, 2WW, rare WW, T: Until end of turn, target permanent loses all types and becomes your choice of an artifact, an enchantment, a 2/2 creature, or a land. * See "Type-Changing Effects" above. * If you target a creature and have it become 2/2, this overwrites its printed power and toughness. Any bonuses or penalties from counters or cards like Giant Growth will still apply. Rejuvenation Spring Land Enchantment, uncommon Rejuvenation Spring is green. (It isn't a spell.) T: Add 1 to your mana pool. 3G: You gain life equal to the number of enchantments you control. * You count this card when counting your enchantments. Ritual of Dominance Sorcery, 1BB, rare Pay any amount of life. For each 2 life you paid this way, either draw a card or return a creature card from your graveyard to your hand. * The way this card works is: You choose an amount of life to pay, probably an even number. Then you pay that much life. Then, half of that many times (rounded down), you make a choice either to draw a card or to return a creature card from your graveyard to your hand. * You have to choose the amount of life to pay before seeing the cards you draw. But after each card you can choose whether to draw a card or return a creature from your graveyard. Seal of Chastisement Enchantment, 2W, common Lifelink Sacrifice Seal of Chastisement: Seal of Chastisement deals 4 damage to target attacking creature. * When the ability resolves, you'll gain 4 life, since the source of the ability had lifelink. * If this enchantment somehow becomes a creature, it will still have lifelink, so you'll gain life whenever it deals combat damage. Shift the Blame Instant, R, rare Target opponent gains control of target spell. * The targeted opponent will get to make any choices on resolution of the targeted spell. * If it's a permanent spell, the permanent will enter the battlefield under that opponent's control. * The opponent doesn't get to change any choices made on announcement of the spell, such as targets, modes, or the value of X. * The spell doesn't have to be controlled by you. If the opponent already controls the spell, nothing will happen. Skywarper Mass Enchantment Creature - Spider, 3/4, 3GG, rare All creatures lose flying. All creatures have trample. Reminisce 1G (1G, Exile this card from your hand: Return target creature or enchantment card from your graveyard to your hand.) * It removes flying from all creatures, both yours and opponents'. It grants trample to all creatures, both yours and opponents'. Soliforge Avenger Creature - Dwarf Artificer, WW, 1/1, rare T: Exile Soliforge Avenger and target creature. Whenever an artifact enters the battlefield under your control, you may untap Soliforge Avenger. * You only exile Soliforge Avenger when the ability resolves, and only if it's on the battlefield. * If an artifact, land, or other colourless permanent enters the battlefield under your control while an activation of the ability is on the stack, Soliforge Avenger will untap, and you can activate the ability again. When the two activations resolve, both target creatures will be exiled. Soliforge Marshal Creature - Dwarf Artificer, 3WW, 2/3, rare WW, T, sacrifice an artifact and an enchantment: Creatures you control get +2/+2 and gain first strike until end of turn. * The sacrificed artifact and enchantment must be different permanents. * The ability "locks in" which creatures get the bonus when it resolves. Creatures which enter the battlefield or come under your control after the ability resolves will be unaffected. Soulbargain Creature - Elemental, 1BBB, 1/1, rare 0: Exile the top card of your library. UEOT, ~ gets +X/+X, where X is that card's converted mana cost. Sacrifice X permanents. * If you don't have enough other permanents to sacrifice, you'll have to sacrifice this creature itself. Soulblade of Honour Artifact - Equipment, 1, uncommon Equip 2 1W: Until end of turn, Soulblade of Honour becomes a white Aura enchantment in addition to its other types and gains enchant creature. Equipped creature has first strike. Enchanted creature has lifelink and +1/+0. * When this artifact is just an artifact, the creature it's attached to is an "equipped creature" but not an "enchanted creature". So it will have first strike, but not lifelink or +1/+0. * When you activate the second ability, this card becomes an Artifact Enchantment - Equipment Aura with enchant creature. It will stay attached to to the creature it was equipping. That creature will now be both enchanted and equipped, and will gain first strike, lifelink and +1/+0. * If you activate the second ability while it's not attached to any creature, it will become an Aura that's not enchanting anything, and will be put into its owner's graveyard. * Similarly, if the second ability has been activated, and then the enchanted creature is removed in the same turn, this card will be put into its owner's graveyard. Stern Suppressor Creature - Dwarf Cleric, 1/3, 2W, uncommon 1, T: Target opponent reveals his or her hand. 2, T: Target opponent can't cast sorcery spells this turn. * The second ability won't have any effect on sorceries cast before it resolves. * The second ability won't normally do anything on a turn other than that opponent's turn. But if they're somehow able to cast a sorcery at a time other than their turn, this effect will stop them. * The opponent normally can't respond to the ability by casting sorcery spells. If they're somehow able to cast a sorcery at a time other than their turn, they can do that until the ability resolves. Stubborn Mastodon Creature - Beast, 3GG, 0/0, uncommon Stubborn Mastodon enters the battlefield with 3 +1/+1 counters on it. If Stubborn Mastodon would be destroyed or sacrificed, instead remove a +1/+1 counter from it and remove all damage from it. * Any time you choose a creature to sacrifice, if you choose this creature, instead of it being sacrificed you'll remove a +1/+1 counter from it. * The same applies if it would be destroyed, including by damage such as combat damage. * The effect is somewhat similar to regeneration, but this creature doesn't get removed from combat, or get tapped. Instead a +1/+1 counter is removed from it. * If this creature ends up without any +1/+1 counters and still alive, due to an effect boosting its toughness, then things become quite odd. Nothing can destroy it, and you can sacrifice it as many times as you like. * If this creature gets a regeneration shield and is then destroyed, you can choose which of the two effects replace the destruction. Regeneration will remove this creature from combat, but won't remove a counter from it. If you choose not to use up the regeneration shield, the regeneration shield will still be there later in the turn, so you'll still get the same choice later in the turn. Suppress Diversity Sorcery, 2WW, rare Choose target player and target permanent you control. For each card type that permanent has, that player sacrifices a different permanent of that type. (The card types permanents can have are artifact, creature, enchantment, land, planeswalker and tribal.) * For example, if you choose an artifact creature, that player has to sacrifice two different permanents: one must be an artifact and the other must be a creature. * If you choose an artifact creature and the target player controls an artifact creature, some other creatures but no other artifacts, that player must choose the artifact creature as the artifact and a different creature as the creature. They can't choose the artifact creature as the creature and get out of having to make a separate sacrifice for the artifact. Talespin Worldwalker Creature - Human Shaman, 3R, 1/1, uncommon T, return a land card from your graveyard to your hand: Add 1R to your mana pool. * This ability is a mana ability, which means nobody can respond to it, and it can be activated during the announcement or resolution of other spells or abilities, whenever you have the chance to spend mana. * The land is returned from your graveyard as a cost. * You can't activate the ability if there isn't a land card in your graveyard. Tanglevine Pruner Creature - Centaur Druid, 2GG, 2/2, common Whenever an Aura becomes attached to Tanglevine Pruner, put a 3/3 green Plant Beast creature token onto the battlefield. * The ability will trigger either: 1) when an Aura spell targeting this creature resolves and becomes an Aura on the battlefield; 2) when an Aura enters the battlefield from a zone other than the stack and becomes attached to this creature; or 3) when an effect moves an Aura that was enchanting a different permanent so that it's now enchanting this creature. * The ability won't trigger if an Equipment attached to this creature changes types to become an Aura. Tectonic Adjustment Sorcery, 2RR, common Destroy up to one target land. Return up to one land card from your graveyard to your hand. * This spell has up to one target: the land to be destroyed. The land card returned from your graveyard is not chosen until the spell resolves. * If you target a land you own, then you'll be able to return it to your hand from your graveyard. Terina Festival Sorcery, 2W, common Gain 2 life for each enchantment you control and 2 life for each artifact you control. * Permanents which are both artifacts and enchantments will be counted twice, giving you 4 life in total for that permanent. Tower of Eternity Artifact Creature Enchantment Land - Elemental, 5/5, mythic Tower of Eternity is all colours. (It isn't a spell, and it's affected by summoning sickness.) When Tower of Eternity enters the battlefield, pay WUBRG or sacrifice Tower of Eternity. T: Add two mana in any combination of colours to your mana pool. WUBRG, T: Cast a nonland card from your hand without paying its mana cost. * You can't normally tap Tower of Eternity to pay for its triggered ability, because it will have summoning sickness. However, if you somehow give it haste, then you can tap it for two of the required five mana. * The last ability allows you to cast any nonland card at the time it resolves. This ignores normal timing restrictions such as when you could normally cast a sorcery. It doesn't ignore any other restrictions such as "Cast Infiltration Raid only on your turn during the declare blockers step". You can't pay any alternative costs such as morph. But you can pay any additional costs such as kicker. * You can't tap Tower of Eternity for mana and also use that mana for the last ability unless you somehow untap Tower of Eternity first. Twist the Form Instant, U, rare Change the text of target spell or ability by replacing one permanent type with another, or by replacing instant with sorcery or vice versa. If you need loyalty or toughness, use toughness, loyalty, or converted mana cost. (Irrelevant subtypes disappear. For example, you could change "Put a 1/1 Faerie creature token" to "Put a 1-loyalty planeswalker token" or "Put an enchantment token".) * See "Type-Changing Effects" above. * The permanent types are artifact, creature, enchantment, land and planeswalker. * You may well end up with effects that don't do anything. For example, you could make Goblin King read "Other Goblin artifacts you control get +1/+1 and have mountainwalk." The power and toughness boost won't affect artifacts that aren't creatures, and mountainwalk won't do anything. * If you use this on a creature spell, you could change "creature" to "artifact" or "enchantment". In that case, the card will enter the battlefield as an artifact or enchantment. You could change "creature" to "planeswalker", in which case it will become a planeswalker with loyalty equal to the toughness on the card. Or you could change "creature" to "land", in which case it will become a land spell on the stack. When it resolves it will enter the battlefield as a land. But it won't use up its caster's land drop for the turn, and it probably won't have a mana ability. In all cases, the new permanent will still have all the abilities it would have had (though they might not make sense any more). * If you use this on a planeswalker spell and change "planeswalker" to another permanent type, the resulting permanent won't be a planeswalker, so it won't be able to be attacked. It won't ETB with any loyalty counters. But it will still have its loyalty abilities, which you'll still only be able to activate one per turn at sorcery speed. It won't be put into a graveyard for reaching 0 loyalty, although you can't activate a loyalty ability whose cost is more loyalty counters than the permanent has. * If you use this on a planeswalker spell and change "planeswalker" to "creature", the power and toughness of the resulting creature are the planeswalker's printed loyalty. * If you turn a permanent spell other than a planeswalker into a creature, the power and toughness of the resulting creature are the permanent's converted mana cost. * Tribal is a card type but not a permanent type, so you can't make anything start or stop being a tribal with this card. * If you target a permanent spell with converted mana cost 0, such as Welding Jar, and turn it into a creature or planeswalker, when the spell resolves the permanent will be put into a graveyard for having 0 loyalty or toughness. Uniscape Bracers Artifact - Equipment, 1, rare Equip 1 Equipped creature is an artifact, enchantment, and land of all land types in addition to its types. Equipped creature has haste. * If the equipped creature was a Creature - Beast before, then it'll now be an Artifact Creature Enchantment Land - Beast Plains Island Swamp Mountain Forest Desert Lair Locus Urza's Tower Mine Power-Plant. * You can tap the enchanted creature for mana of any colour, because it's all five basic land types. You can't tap it for colourless mana. Unstable Lavafalls Land - Mountain, rare (T: Add R to your mana pool.) At the beginning of your upkeep, sacrifice a Mountain. Unstable Lavafalls deals 2 damage to target creature or player. * The ability triggers at the beginning of your upkeep, and that's when you have to choose a target. Nobody gets to do anything on your turn earlier than this. * If you have no other Mountains to sacrifice, this card is itself a Mountain, so you'll usually have to sacrifice it to itself. * If this card somehow isn't a Mountain when its upkeep trigger resolves, and you control no other Mountains either, then you'll get 2 damage to the target without having to sacrifice anything. Unstoppable Vorrac Creature - Beast, 3R, 3/1, uncommon Trample Overpower 1R (1R: Target creature blocking ~ gets -1/-1 UEOT.) * Since this creature has trample, if all its blockers are removed before combat damage (such as by overpower), it will be able to deal its combat damage to the defending player or planeswalker. Unwelcoming Mirrorglade Land, uncommon T: Add 1 to your mana pool. 2G: Unwelcoming Mirrorglade becomes your choice of a 3/3 green Treefolk creature or a green enchantment until end of turn. It's still a land but no longer any other types. As long as Unwelcoming Mirrorglade is an enchantment, other enchantments you control have shroud. * See Type-Changing Effects above. * If this land is an enchantment, it doesn't give itself shroud. It can be granted shroud by another copy of Unwelcoming Mirrorglade, though. Uprising of the Earth Enchantment - Aura, 2GG, rare Enchant land Lands you control that are enchanted are 4/4 creatures with trample. Whenever an enchanted land you control is put into a graveyard from the battlefield, return that land card to your hand. * Both effects apply to all enchanted lands you control. This includes the land that this enchantment is on, assuming it's enchanting a land you control. * If an enchanted land you control is put into a graveyard, the Aura(s) enchanting it will be put into their owners' graveyards. This card will get back the land, but not the Auras. Venomvine Lattice Enchantment, 2G, common Deathtouch Sacrifice Venomvine Lattice: Venomvine Lattice deals 2 damage to target creature with flying. * When the ability resolves, the creature with flying will be destroyed, since the source of the ability had deathtouch. * If this enchantment somehow becomes a creature, it will still have deathtouch, so any other creature it deals combat damage to will be destroyed.