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.