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Rise Eldrazi FAQ
Transcript of Rise Eldrazi FAQ
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_Rise of the Eldrazi_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers,
Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified April 12, 2010
An FAQ is a collection of clarifications and rulings involving the
cards in a new _Magic: The Gathering_(R) set. It's intended to make
playing with these new cards more fun by clearing up the common
misconceptions and confusion inevitably caused by new mechanics and
interactions. As future sets are released, updates to the _Magic_(TM)
rules may cause some of this information to become outdated. If you
can't find the answer you're looking for here, please contact us at
.
This FAQ has two sections, each of which serves a different purpose.
The first section ("General Notes") explains the new mechanics and
concepts in the set.
The second section ("Card-Specific Notes") contains answers to the most
important, most common, and most confusing questions players might askabout cards in the set. Items in the "Card-Specific Notes" section
include full card text for your reference. Not all cards in the set are
listed.
-----
GENERAL NOTES
***Release Information***
The _Rise of the Eldrazi_ set contains 248 cards (100 common, 60
uncommon, 53 rare, 15 mythic rare, and 20 basic land).
Prerelease events: April 17-18, 2010
Launch Parties: April 23-25, 2010
The _Rise of the Eldrazi_ set becomes legal for sanctioned Constructed
play on its official release date: Friday, April 23, 2010.
-- At that time, the following card sets will be permitted in the
Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara
Reborn_(TM), _Magic 2010_, _Zendikar_(TM), _Worldwake_(TM), and _Rise
of the Eldrazi_.
-- At that time, the following card sets will be permitted in the
_Zendikar_ Block Constructed format: _Zendikar_, _Worldwake_, and _Rise
of the Eldrazi_.
Go to to find an event or store near you.
-----
***New Creature Type: Eldrazi***
Fittingly for a set named _Rise of the Eldrazi_, there are a number of
Eldrazi cards in it. Eldrazi is a new creature type that has no
intrinsic rules meaning. However, many interesting abilities and
aspects of the game appear on Eldrazi cards.
***New Keyword Ability: Annihilator***
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Annihilator is a triggered ability that makes some Eldrazi creatures
even more brutal when they attack.
Ulamog's Crusher
{8}
Creature -- Eldrazi
8/8
Annihilator 2 (Whenever this creature attacks, defending player
sacrifices two permanents.)
Ulamog's Crusher attacks each turn if able.
The official rules for the annihilator ability are as follows:
702.83. Annihilator
702.83a Annihilator is a triggered ability that appears on some
creatures. "Annihilator N" means "Whenever this creature attacks,
defending player sacrifices N permanents."
702.83b If a creature has multiple instances of annihilator, eachtriggers separately.
* The defending player is the player that the creature with annihilator
is attacking, or the controller of the planeswalker that the creature
with annihilator is attacking.
* Annihilator abilities trigger and resolve during the declare
attackers step. The defending player chooses and sacrifices the
required number of permanents before he or she declares blockers. Any
creatures sacrificed this way won't be able to block.
* If a creature with annihilator is attacking a planeswalker, and the
defending player chooses to sacrifice that planeswalker, the attacking
creature continues to attack. It may be blocked. If it isn't blocked,
it simply won't deal combat damage to anything.
* In a Two-Headed Giant game, the controller of an attacking creature
with annihilator chooses which of the defending players is affected by
the ability. Only that player sacrifices permanents. The choice is made
as the ability resolves; once a player is chosen, it's too late for
anyone to respond.
***Returning Card Type: Tribal***
Tribal is a card type last seen in the _Lorwyn_(R) and _Morningtide_(R)
sets. Tribals have creature types even though they're not creatures. In
this set, it means that some instants, sorceries, and enchantments areEldrazi.
308. Tribals
308.1. Each tribal card has another card type. Casting and resolving a
tribal card follows the rules for casting and resolving a card of the
other card type.
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308.2. Tribal subtypes are always a single word and are listed after a
long dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes
is the same as the set of creature subtypes; these subtypes are called
_creature types_. Tribals may have multiple subtypes. See rule 204.3k
for the complete list of creature types.
* Tribal is not a permanent type. However, a tribal card can become a
permanent if another of its types allows it to do so.
* If a card with multiple types has one or more subtypes, each subtype
is correlated to its appropriate type.
* One card (Spawnsire of Ulamog) refers to "Eldrazi cards." It affects
both Eldrazi creature cards and Eldrazi tribal cards.
* Two cards (Eye of Ugin and Eldrazi Temple) refer to "Eldrazi spells."
These affect both Eldrazi creature spells and Eldrazi tribal spells.
* Eldrazi Temple also refers to just "Eldrazi." This part of its
ability affects Eldrazi permanents, which includes Eldrazi tribals on
the battlefield. It doesn't affect Eldrazi cards that aren't on thebattlefield.
***New Card Frames: Colorless Cards***
Although the Eldrazi Drone creatures are normal, colored cards, many
Eldrazi (including the Eldrazi tribals) are colorless. These cards have
transparent frames, allowing the art to run all the way to the border.
All Is Dust
{7}
Tribal Sorcery -- Eldrazi
Each player sacrifices all colored permanents he or she controls.
* Colorless spells and colorless permanents behave just like their
colored counterparts, except that you don't need mana of a specific
color to cast them.
* The colorless Eldrazi (including the creatures and the tribals) are
not artifacts. Spells and abilities that affect artifacts won't affect
them.
***Theme: "When you cast [this creature]" abilities***
Some Eldrazi creatures have abilities that trigger when you cast them.
Artisan of Kozilek
{9}Creature -- Eldrazi
10/9
When you cast Artisan of Kozilek, you may return target creature card
from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player
sacrifices two permanents.)
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* Some abilities affect Eldrazi Spawn. Such abilities affect these
tokens, of course. Such abilities also affect Mistform Ultimus and
creatures with changeling, since they have the creature types Eldrazi
and Spawn.
* Not all creatures with creature types Eldrazi and Spawn have
"Sacrifice this creature: Add {1} to your mana pool." These tokens do
only because the effects that create them say that they have that
ability. Mistform Ultimus doesn't have that ability, for example. If an
Eldrazi Spawn token loses its abilities, you'll no longer be able to
sacrifice it for mana.
* Some of the instants and sorceries that create Eldrazi Spawn tokens,
such as Spawning Breath, have targets. If all the spell's targets are
illegal by the time it resolves, the entire spell is countered. You
won't get any Eldrazi Spawn tokens.
-----
***New Card Layout: Levelers***
***New Keyword Ability: Level up***
The _Rise of the Eldrazi_ set features a number of creatures with a
distinctive layout: Their text boxes contain three striped bands, and
each band has a power/toughness box associated with it on the right
side of the card. In addition, the top band contains the "level up"
keyword ability, and the second and third bands each feature a level
symbol, denoted by either {LEVEL N1-N2} or {LEVEL N3+} (see below) in
rules documents, on the left side of the card.
Coralhelm Commander
{U}{U}
Creature -- Merfolk Soldier
2/2
Level up {1} ({1}: Put a level counter on this. Level up only as a
sorcery.)
{LEVEL 2-3}
3/3
Flying
{LEVEL 4+}
4/4
Flying
Other Merfolk creatures you control get +1/+1.
The official rules for the level up ability are as follows:
702.84. Level up
702.84a Level up is an activated ability. "Level up [cost]" means
"[Cost]: Put a level counter on this permanent. Activate this ability
only any time you could cast a sorcery."
702.84b Each card printed with a level up ability is known as a leveler
card. It has a nonstandard layout and includes two level symbols that
are themselves keyword abilities. See rule 710, "Leveler Cards."
The official rules for levelers are as follows:
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710. Leveler Cards
710.1. Each leveler card has a striated text box and three
power/toughness boxes. The text box of a leveler card contains two
level symbols.
710.2. A level symbol is a keyword ability that represents a static
ability. The level symbol includes either a range of numbers, indicated
here as "N1-N2," or a single number followed by a plus sign, indicated
here as "N3+." Any abilities printed within the same text box striation
as a level symbol are part of its static ability. The same is true of
the power/toughness box printed within that striation, indicated here
as "[P/T]."
710.2a "{LEVEL N1-N2} [Abilities] [P/T]" means "As long as this
creature has at least N1 level counters on it, but no more than N2
level counters on it, it's [P/T] and has [abilities]."
710.2b "{LEVEL N3+} [Abilities] [P/T]" means "As long as this creature
has N3 or more level counters on it, it's [P/T] and has [abilities]."
710.3. The text box striations have no game significance other than
clearly demarcating which abilities and which power/toughness box are
associated with which level symbol. Leveler cards each contain only one
text box.
710.4. Any ability a leveler card has that isnt preceded by a level
symbol is treated normally. In particular, each leveler permanent has
its level up ability (see rule 702.84) at all times; it may be
activated regardless of how many level counters are on that permanent.
710.5. If the number of level counters on a leveler creature is less
than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has
the power and toughness denoted by its uppermost power/toughness box.
710.6. In every zone other than the battlefield, a leveler card has the
power and toughness denoted by its uppermost power/toughness box.
In other words, you could interpret Coralhelm Commander's text box as
though it said the following:
2/2
Level up {1} ({1}: Put a level counter on this. Level up only as a
sorcery.)
As long as Coralhelm Commander has at least two level counters on it,
but no more than three level counters on it, it's 3/3 and has flying.
As long as Coralhelm Commander has four or more level counters on it,it's 4/4 and has flying and "Other Merfolk creatures you control get
+1/+1."
* When a leveler enters the battlefield, it will generally have zero
level counters on it, meaning it will have the power and toughness
printed in its uppermost power/toughness box.
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* The abilities a leveler grants to itself don't overwrite any other
abilities it may have. In particular, they don't overwrite the
creature's level up ability; it always has that.
* Although the abilities granted by its {LEVEL N3+} symbol don't
overwrite the abilities granted by its {LEVEL N1-N2} symbol, once the
creature has at least N3 level counters on it, it won't have the
abilities granted by its {LEVEL N1-N2} symbol anymore. This is simply
because it will no longer have the necessary number of level counters
on it for that symbol to do anything.
* Effects that set a leveler's power or toughness to a specific value,
including the effects from a level symbol's ability, apply in timestamp
order. The timestamp of each level symbol's ability is the same as the
timestamp of the leveler itself, regardless of when the most recent
level counter was put on it. For example, say Coralhelm Commander is on
the battlefield, then Godhead of Awe, which says "Other creatures are
1/1," enters the battlefield. After the second level counter is put on
Coralhelm Commander, it will be 1/1 (not 3/3) and have flying, because
Godhead of Awe's ability applies last. (If Godhead of Awe entered the
battlefield before Coralhelm Commander, on the other hand, then theCommander's ability would apply last and it would be 3/3.)
* Effects that modify a leveler's power or toughness, such as the
effects of Giant Growth or Glorious Anthem, will apply to it no matter
when they started to take effect. The same is true for counters that
change the creature's power or toughness (such as +1/+1 counters) and
effects that switch its power and toughness.
* If another creature becomes a copy of a leveler, all of the leveler's
printed abilities -- including those represented by level symbols --
are copied. The current characteristics of the leveler, and the number
of level counters on it, are not. The abilities, power, and toughness
of the copy will be determined based on how many level counters are on
the copy.
* A creature's level is based on how many level counters it has on it,
not how many times its level up ability has been activated or has
resolved. If a leveler gets level counters due to some other effect
(such as Clockspinning) or loses level counters for some reason (such
as Vampire Hexmage), its level is changed accordingly.
-----
***New Keyword Ability: Rebound***
Rebound is an ability that lets you cast an instant or sorcery a second
time for free during your next upkeep.
Distortion Strike
{U}
Sorcery
Target creature gets +1/+0 until end of turn and is unblockable this
turn.
Rebound (If you cast this spell from your hand, exile it as it
resolves. At the beginning of your next upkeep, you may cast this card
from exile without paying its mana cost.)
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The official rules for the rebound ability are as follows:
702.85. Rebound
702.85a Rebound appears on some instants and sorceries. It represents a
static ability that functions while the spell is on the stack and may
create a delayed triggered ability. "Rebound" means "If this spell was
cast from your hand, instead of putting it into your graveyard as it
resolves, exile it and, at the beginning of your next upkeep, you may
cast this card from exile without paying its mana cost."
702.85b Casting a card without paying its mana cost as the result of a
rebound ability follows the rules for paying alternative costs in rules
601.2b and 601.2e-g.
702.85c Multiple instances of rebound on the same spell are redundant.
* If a spell with rebound that you cast from your hand is countered for
any reason (due to a spell like Cancel, or because all of its targets
are illegal), the spell doesn't resolve and rebound has no effect. The
spell is simply put into your graveyard. You won't get to cast it againnext turn.
* If you cast a spell with rebound from anywhere other than your hand
(such as from your graveyard due to Sins of the Past, from your library
due to cascade, or from your opponent's hand due to Sen Triplets),
rebound won't have any effect. If you do cast it from your hand,
rebound will work regardless of whether you paid its mana cost (for
example, if you cast it from your hand due to Maelstrom Archangel).
* If a replacement effect would cause a spell with rebound that you
cast from your hand to be put somewhere else instead of your graveyard
(such as Leyline of the Void might), you choose whether to apply the
rebound effect or the other effect as the spell resolves.
* Rebound will have no effect on copies of spells because you don't
cast them from your hand.
* If you cast a spell with rebound from your hand and it resolves, it
isn't put into your graveyard. Rather, it's exiled directly from the
stack. Effects that care about cards being put into your graveyard
won't do anything.
* At the beginning of your upkeep, all delayed triggered abilities
created by rebound effects trigger. You may handle them in any order.
If you want to cast a card this way, you do so as part of the
resolution of its delayed triggered ability. Timing restrictions based
on the card's type (if it's a sorcery) are ignored. Other restrictionsare not (such as the one from Rule of Law).
* If you are unable to cast a card from exile this way (because there
are no legal targets for it, for example), or you choose not to,
nothing happens when the delayed triggered ability resolves. The card
remains exiled for the rest of the game, and you won't get another
chance to cast the card. The same is true if the ability is countered
(due to Stifle, perhaps).
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* If you cast a card from exile this way, it will go to your graveyard
when it resolves or is countered. It won't go back to exile.
-----
***New Keyword Ability: Totem Armor***
Totem armor is an ability of some Auras that can save the permanents
they're enchanting from being destroyed.
Boar Umbra
{2}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +3/+3.
Totem armor (If enchanted creature would be destroyed, instead remove
all damage from it and destroy this Aura.)
The official rules for the totem armor ability are as follows:
702.86. Totem armor
702.86a Totem armor is a static ability that appears on some Auras.
"Totem armor" means "If enchanted permanent would be destroyed, instead
remove all damage marked on it and destroy this Aura."
702.86b Multiple instances of totem armor on the same permanent are
redundant.
* Totem armor's effect is mandatory. If the enchanted permanent would
be destroyed, you must remove all damage from it and destroy the Aura
that has totem armor instead.
* Totem armor's effect is applied no matter why the enchanted permanent
would be destroyed: because it's been dealt lethal damage, or because
it's being affected by an effect that says to "destroy" it (such as
Doom Blade). In either case, all damage is removed from the permanent
and the Aura is destroyed instead.
* Totem armor has no effect if the enchanted permanent is put into a
graveyard for any other reason, such as if it's sacrificed, if it's
legendary and another legendary permanent with the same name is on the
battlefield, or if its toughness is 0 or less.
* If a permanent you control is enchanted with multiple Auras that have
totem armor, and the enchanted permanent would be destroyed, one of
those Auras is destroyed instead -- but only one of them. You choose
which one because you control the enchanted permanent.
* If a creature enchanted with an Aura that has totem armor is
indestructible, lethal damage and effects that try to destroy it simply
have no effect. Totem armor won't do anything because it won't have to.
* If a creature enchanted with an Aura that has totem armor would be
destroyed by multiple state-based actions at the same time (because
it's been dealt lethal damage and been dealt damage by a source with
deathtouch, for example), the totem armor's effect will replace all of
them and save the creature.
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* If a spell or ability (such as Planar Cleansing) would destroy both
an Aura with totem armor and the permanent it's enchanting at the same
time, totem armor's effect will save the enchanted permanent from being
destroyed. Instead, the spell or ability will destroy the Aura in two
different ways at the same time, but the result is the same as
destroying it once.
* Totem armor's effect is not regeneration. Specifically, if totem
armor's effect is applied, the enchanted permanent does not become
tapped and is not removed from combat as a result. Effects that say the
enchanted permanent can't be regenerated (as Vendetta does) won't
prevent totem armor's effect from being applied.
* Say you control a permanent enchanted with an Aura that has totem
armor, and the enchanted permanent has gained a regeneration shield.
The next time it would be destroyed, you choose whether to apply the
regeneration effect or the totem armor effect. The other effect is
unused and remains, in case the permanent would be destroyed again.
* Say you control a permanent enchanted with an Aura that has totemarmor, and that Aura has gained a regeneration shield. The next time
the enchanted permanent would be destroyed, the Aura would be destroyed
instead -- but it regenerates, so nothing is destroyed at all.
Alternately, if that Aura somehow becomes indestructible, the enchanted
permanent is effectively indestructible as well.
* If a spell or ability says that it would "destroy" a permanent
enchanted with an Aura that has totem armor, that spell or ability
causes the Aura to be destroyed instead. (This matters for cards such
as Karmic Justice.) Totem armor doesn't destroy the Aura; rather, it
changes the effects of the spell or ability. On the other hand, if a
spell or ability deals lethal damage to a creature enchanted with an
Aura that has totem armor, the game rules regarding lethal damage cause
the Aura to be destroyed, not that spell or ability.
-----
***Theme: Converted Mana Cost***
A number of cards in this set check the converted mana cost of a card
or of a permanent.
Baneful Omen
{4}{B}{B}{B}
Enchantment
At the beginning of your end step, you may reveal the top card of your
library. If you do, each opponent loses life equal to that card's
converted mana cost.
* The converted mana cost of a card that's not on the battlefield is
determined solely by the mana symbols printed in its upper right
corner. The converted mana cost is the total amount of mana in that
cost, regardless of color. For example, a card with mana cost {3}{U}{U}
has converted mana cost 5.
* The converted mana cost of a permanent is determined the same way,
unless it's copying something else. In that case, its converted mana
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cost is the converted mana cost of whatever it's copying. In all cases,
ignore any alternative costs or additional costs (such as kicker) paid
when the permanent was cast.
* If the mana cost of a permanent includes {X}, X is considered to be
0. The same is true for a card that's not on the battlefield or the
stack. The value of X is taken into account only when determining the
converted mana cost of a spell on the stack.
* If a card or a permanent has no mana symbols in its upper right
corner (because it's a land, for example, or because it's a token
that's not copying of something else), its converted mana cost is 0.
-----
CARD-SPECIFIC NOTES
All Is Dust
{7}
Tribal Sorcery -- Eldrazi
Each player sacrifices all colored permanents he or she controls.
* A colored permanent is a permanent with at least one colored mana
symbol in its mana cost. Note that effects may cause a colored
permanent to become colorless (as Moonlace could), or a colorless
permanent to become colored (as Crimson Wisps could).
* Tokens may also be colored permanents. The effect that creates a
token states what color it is or whether it's colorless.
* Lands have no mana cost, so they are colorless unless an effect (such
as the one Dryad Arbor has) states otherwise.
* All Is Dust doesn't destroy permanents. Rather, it causes them to be
sacrificed. Regeneration, totem armor, and indestructibility can't save
permanents from All Is Dust.
* All the colored permanents are sacrificed at the same time.
-----
Angelheart Vial
{5}
Artifact
Whenever you're dealt damage, you may put that many charge counters on
Angelheart Vial.
{2}, {T}, Remove four charge counters from Angelheart Vial: You gain 2
life and draw a card.
* If you're dealt enough damage to reduce your life total to 0 or less,you'll lose the game before you can put charge counters on Angelheart
Vial.
-----
Arrogant Bloodlord
{1}{B}{B}
Creature -- Vampire Knight
4/4
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Whenever Arrogant Bloodlord blocks or becomes blocked by a creature
with power 1 or less, destroy Arrogant Bloodlord at end of combat.
* The power of the other creature is checked only when it blocks or
becomes blocked by Arrogant Bloodlord. Once the Bloodlord's ability
triggers, it will be destroyed at end of combat (after combat damage
has been dealt) even if the other creature's power changes before then.
* If Arrogant Bloodlord blocks or becomes blocked by a creature whose
power is 2 or greater, Arrogant Bloodlord's ability won't trigger. It
still won't trigger if the other creature's power changes to 1 or less
later in combat.
* If Arrogant Bloodlord becomes blocked by multiple creatures with
power 1 or less, its ability triggers that many times. Each of those
abilities will cause it to be destroyed separately (in case Arrogant
Bloodlord isn't destroyed the first time due to an Aura with totem
armor, for example). The same is true if it somehow blocks multiple
creatures with power 1 or less.
-----
Aura Finesse
{U}
Instant
Attach target Aura you control to target creature.
Draw a card.
* You may target any Aura you control, and you may target any creature
(including one you don't control). Whether the Aura could legally
enchant the creature is irrelevant as you're choosing the targets.
* If you target an Aura that's attached to a creature, you may also
target the creature it's attached to. Aura Finesse won't cause the Aura
to move, but you'll still draw a card when it resolves.
* As Aura Finesse resolves, if the targeted Aura can't legally enchant
the targeted creature (for example, because the Aura is red and the
creature has protection from red, or because the Aura has "enchant
creature you control" and an opponent controls the creature), the spell
resolves but the Aura doesn't move. You still draw a card.
* As Aura Finesse resolves, if either target is illegal, the spell
resolves but the Aura doesn't move. You still draw a card. If both
targets are illegal, Aura Finesse is countered and you don't draw a
card.
* You still control the Aura, even if you attach it to a creature you
don't control.-----
Aura Gnarlid
{2}{G}
Creature -- Beast
2/2
Creatures with power less than Aura Gnarlid's power can't block it.
Aura Gnarlid gets +1/+1 for each Aura on the battlefield.
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* The power of each potential blocking creature is checked against Aura
Gnarlid's power only as blockers are declared. Once a creature blocks
Aura Gnarlid, increasing the Gnarlid's power or decreasing the blocking
creature's power won't undo that block.
* Aura Gnarlid's second ability counts each Aura regardless of who
controls it.
-----
Bala Ged Scorpion
{3}{B}
Creature -- Scorpion
2/3
When Bala Ged Scorpion enters the battlefield, you may destroy target
creature with power 1 or less.
* The power of the targeted creature is checked both as you target it
and as the ability resolves.
-----
Battle-Rattle Shaman{3}{R}
Creature -- Goblin Shaman
2/2
At the beginning of combat on your turn, you may have target creature
get +2/+0 until end of turn.
* This ability triggers when the beginning of combat step starts during
each of your turns. It resolves before you declare attackers.
* If a spell or ability (such as World at War) causes your turn to have
multiple combat phases, this ability triggers during each of them.
-----
Bear Umbra
{2}{G}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks,
untap all lands you control."
Totem armor (If enchanted creature would be destroyed, instead remove
all damage from it and destroy this Aura.)
* When the enchanted creature attacks, all lands controlled by that
creature's controller (who is not necessarily the Aura's controller)
untap.
-----
Bloodthrone Vampire
{1}{B}
Creature -- Vampire
1/1
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.
* You can sacrifice Bloodthrone Vampire to activate its own ability,
but it won't be on the battlefield to get the bonus.
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* If you sacrifice an attacking or blocking creature during the declare
blockers step, it won't deal combat damage. If you wait until the
combat damage step, but that creature is dealt lethal damage, it'll be
destroyed before you get a chance to sacrifice it.
-----
Bramblesnap
{1}{G}
Creature -- Elemental
1/1
Trample
Tap an untapped creature you control: Bramblesnap gets +1/+1 until end
of turn.
* Since Bramblesnap's activated ability doesn't have a tap symbol in
its cost, you can tap a creature (including Bramblesnap itself) that
hasn't been under your control since your most recent turn began to pay
the cost.
-----
Brood Birthing{1}{R}
Sorcery
If you control an Eldrazi Spawn, put three 0/1 colorless Eldrazi Spawn
creature tokens onto the battlefield. They have "Sacrifice this
creature: Add {1} to your mana pool." Otherwise, put one of those
tokens onto the battlefield.
* Whether you control an Eldrazi Spawn is checked as Brood Birthing
resolves.
* If you put a single token onto the battlefield this way, it's exactly
like the ones specified earlier: it's a 0/1 colorless Eldrazi Spawn
creature token that has "Sacrifice this creature: Add {1} to your mana
pool."
-----
Cast Through Time
{4}{U}{U}{U}
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell
as it resolves if you cast it from your hand. At the beginning of your
next upkeep, you may cast that card from exile without paying its mana
cost.)
* Multiple instances of rebound on the same spell are redundant.
* The rebound effect is not optional. Each instant and sorcery spellyou cast from your hand is exiled instead of being put into your
graveyard as it resolves, whether you want it to be or not. Casting the
spell during your next upkeep is optional, however.
* If a spell moves itself into another zone as part of its resolution
(as Arc Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't
get a chance to apply.
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* If a spell you cast from your hand has both rebound and buyback (and
the buyback cost was paid), you choose which effect to apply as it
resolves.
* You'll be able to cast a spell with flashback three times this way.
First you can cast it from your hand. It will be exiled due to rebound
as it resolves. Then you can cast it from exile due to rebound's
delayed triggered ability. It will be put into your graveyard as it
resolves. Then you can cast it from your graveyard due to flashback. It
will be exiled due to flashback as it resolves.
* For the rebound effect to happen, Cast Through Time needs to be on
the battlefield as the spell _finishes_ resolving. For example, if you
cast Warp World from your hand, and as part of its resolution it puts
Cast Through Time onto the battlefield, Warp World will rebound.
Conversely, if Warp World shuffles your Cast Through Time into your
library as part of its resolution, and doesn't put another one onto the
battlefield, it will not rebound.
* If you cast an instant or sorcery spell from your hand and it's
exiled due to rebound, the delayed triggered ability will allow you tocast it during your next upkeep even if Cast Through Time has left the
battlefield by then.
* If you cast a card from exile "without paying its mana cost," you
can't pay any alternative costs. Any X in the mana cost will be 0. On
the other hand, if the card has optional additional costs (such as
kicker or multikicker), you may pay those when you cast the card. If
the card has mandatory additional costs (such as Momentous Fall does),
you must pay those if you choose to cast the card.
* If a spell has restrictions on when it can be cast (for example,
"Cast [this spell] only during the declare blockers step"), those
restrictions may prevent you from casting it from exile during your
upkeep.
* If you cast a spell using the madness or suspend abilities, you're
casting it from exile, not from your hand. Although those spells will
have rebound, the ability won't have any effect.
* Similarly, if you gain control of an instant or sorcery spell with
Commandeer, it will have rebound, but the ability won't do anything
because that spell wasn't cast from your hand.
-----
Conquering Manticore
{4}{R}{R}
Creature -- Manticore5/5
Flying
When Conquering Manticore enters the battlefield, gain control of
target creature an opponent controls until end of turn. Untap that
creature. It gains haste until end of turn.
* You may target a creature that's already untapped.
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* You retain control of the affected creature until end of turn, even
if you lose control of Conquering Manticore before then.
-----
Consuming Vapors
{3}{B}
Sorcery
Target player sacrifices a creature. You gain life equal to that
creature's toughness.
Rebound (If you cast this spell from your hand, exile it as it
resolves. At the beginning of your next upkeep, you may cast this card
from exile without paying its mana cost.)
* The sacrificed creature's last known existence on the battlefield is
checked to determine its toughness.
* If the targeted player doesn't sacrifice a creature (because the
player didn't control any creatures or due to Tajuru Preserver,
perhaps), you gain no life.
-----
Contaminated Ground
{1}{B}
Enchantment -- Aura
Enchant land
Enchanted land is a Swamp.
Whenever enchanted land becomes tapped, its controller loses 2 life.
* The enchanted land loses its existing land types and any abilities
printed on it. It now has the land type Swamp and has the ability to
tap to add {B} to its controller's mana pool. Contaminated Ground
doesn't change the enchanted land's name or whether it's legendary,
basic, or snow.
* Contaminated Ground's last ability triggers whenever the enchanted
land becomes tapped for any reason, not just when it's tapped for mana.
* If, while casting a spell or activating an ability, the enchanted
land's controller taps the land for mana to pay for it, Contaminated
Ground's ability triggers and goes on the stack on top of that spell or
ability. Contaminated Ground's ability will resolve first.
* On the other hand, the enchanted land's controller may tap the land
for mana, let Contaminated Ground's ability trigger and go on the
stack, then spend that mana to cast an instant or activate an ability
in response. In that case, that instant or ability will resolve first.
-----
Crab Umbra
{U}
Enchantment -- Aura
Enchant creature
{2}{U}: Untap enchanted creature.
Totem armor (If enchanted creature would be destroyed, instead remove
all damage from it and destroy this Aura.)
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* Only Crab Umbra's controller (who is not necessarily the enchanted
creature's controller) can activate its activated ability.
* When Crab Umbra's activated ability resolves, it will untap the
creature Crab Umbra is enchanting at that time (regardless of what
creature Crab Umbra was enchanting when the ability was activated). If
Crab Umbra has left the battlefield by then, the ability will untap the
creature it was enchanting at the time it left the battlefield.
-----
Curse of Wizardry
{2}{B}{B}
Enchantment
As Curse of Wizardry enters the battlefield, choose a color.
Whenever a player casts a spell of the chosen color, that player loses
1 life.
* Curse of Wizardry affects all players, including you.
* If a player casts a spell of the chosen color, Curse of Wizardry's
second ability triggers and goes on the stack on top of it. The abilitywill resolve before the spell does.
-----
Deathless Angel
{4}{W}{W}
Creature -- Angel
5/7
Flying
{W}{W}: Target creature is indestructible this turn.
* Lethal damage and effects that say "destroy" won't cause an
indestructible creature to be put into the graveyard. However, an
indestructible creature can be put into the graveyard for a number of
reasons. The most likely reasons are if it's sacrificed, if it's
legendary and another legendary creature with the same name is on the
battlefield, or if its toughness is 0 or less.
* Deathless Angel's ability doesn't grant an ability to the targeted
creature. Rather, it affects the game rules and states something that's
now true about that creature. The creature will remain indestructible
for the rest of the turn even if it loses all abilities.
-----
Demonic Appetite
{B}
Enchantment -- Aura
Enchant creature you controlEnchanted creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature.
* When Demonic Appetite's triggered ability resolves, you may sacrifice
the creature enchanted by Demonic Appetite. If you control no other
creatures, you'll have to sacrifice that one.
* If another player gains control of either Demonic Appetite or the
enchanted creature (but not both), Demonic Appetite will be enchanting
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an illegal permanent. The Aura will be put into its owner's graveyard
as a state-based action.
-----
Devastating Summons
{R}
Sorcery
As an additional cost to cast Devastating Summons, sacrifice X lands.
Put two X/X red Elemental creature tokens onto the battlefield.
* You may sacrifice zero lands as you cast Devastating Summons. If you
do, you'll put two 0/0 creature tokens onto the battlefield as the
spell resolves. Unless some effect (such as the one from Glorious
Anthem) is boosting their toughness, they'll be put into the graveyard
as a state-based action. Abilities that trigger when a creature enters
the battlefield will trigger, as will those that trigger when a
creature leaves the battlefield.
-----
Distortion Strike
{U}Sorcery
Target creature gets +1/+0 until end of turn and is unblockable this
turn.
Rebound (If you cast this spell from your hand, exile it as it
resolves. At the beginning of your next upkeep, you may cast this card
from exile without paying its mana cost.)
* Distortion Strike doesn't grant an ability to the targeted creature.
Rather, it affects the game rules and states something that's now true
about that creature. The creature will remain unblockable for the rest
of the turn even if it loses all abilities.
-----
Domestication
{2}{U}{U}
Enchantment -- Aura
Enchant creature
You control enchanted creature.
At the beginning of your end step, if enchanted creature's power is 4
or greater, sacrifice Domestication.
* Domestication's triggered ability has an "intervening 'if' clause."
That means (1) the ability triggers only if the enchanted creature's
power is 4 or greater as your end step begins, and (2) the ability does
nothing if the enchanted creature's power is 3 or less by the time it
resolves.
* Domestication can target, and can enchant, a creature with power 4 or
greater. The enchanted creature's power is checked only when the
triggered ability triggers and resolves.
* If an effect changes the enchanted creature's power until end of
turn, it will still have the modified power during your end step.
-----
Dormant Gomazoa
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{1}{U}{U}
Creature -- Jellyfish
5/5
Flying
Dormant Gomazoa enters the battlefield tapped.
Dormant Gomazoa doesn't untap during your untap step.
Whenever you become the target of a spell, you may untap Dormant
Gomazoa.
* Dormant Gomazoa's last ability triggers when you become the target of
any spell, including one you control. It doesn't matter who else or
what else the spell targets.
* A spell can target you only if it specifically says the word
"target." One that says "You draw two cards," for example, doesn't
target you.
* You become the target of a spell when a spell is cast targeting you,
when a spell has one of its targets changed to you due to a spell or
ability like Deflection, when a spell that's targeting you is copied
and that target isn't changed, or when a spell is copied and one of itstargets is changed to you.
* Dormant Gomazoa's last ability won't trigger when you become the
target of an ability.
* If you become the target of a spell, Dormant Gomazoa's last ability
triggers and is put on the stack on top of that spell. Dormant
Gomazoa's last ability will resolve (allowing you to untap it) first.
----
Drana, Kalastria Bloodchief
{3}{B}{B}
Legendary Creature -- Vampire Shaman
4/4
Flying
{X}{B}{B}: Target creature gets -0/-X until end of turn and Drana,
Kalastria Bloodchief gets +X/+0 until end of turn.
* The value of X may exceed the targeted creature's toughness. Drana's
bonus is based on the value of X, regardless of what the targeted
creature's toughness was.
* If the targeted creature is an illegal target by the time the ability
resolves, the ability is countered. Drana won't get the bonus.
* You may target Drana itself with its ability. For example, if you do
and X is 3, Drana will become 7/1 until end of turn.-----
Echo Mage
{1}{U}{U}
Creature -- Human Wizard
2/3
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as
a sorcery.)
LEVEL 2-3
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2/4
{U}{U}, {T}: Copy target instant or sorcery spell. You may choose new
targets for the copy.
LEVEL 4+
2/5
{U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose
new targets for the copies.
* Echo Mage's last two activated abilities can target (and copy) any
instant or sorcery spell, not just one with targets. It doesn't matter
who controls it.
* When either ability resolves, it creates a copy (or two) of a spell.
The copies are created on the stack, so they're not "cast." Abilities
that trigger when a player casts a spell won't trigger. Each copy will
then resolve like a normal spell, after players get a chance to cast
spells and activate abilities. Each copy resolves before the original
spell does.
* Each copy will have the same targets as the spell it's copying unless
you choose new ones. You may change any number of the targets,including all of them or none of them. If, for one of the targets, you
can't choose a new legal target, then it remains unchanged (even if the
current target is illegal).
* If you activate Echo Mage's last ability to copy a spell twice, you
may choose new targets for each copy independently. They don't have to
have the same targets as one another. Be sure to specify which of the
copies will resolve first.
* If the spell the ability copies is modal (that is, it says "Choose
one --" or the like), each copy will have the same mode as the original
spell. You can't choose a different one.
* If the spell the ability copies has an X whose value was determined
as it was cast (like Earthquake does), each copy has the same value of
X as the original spell.
* You can't choose to pay any additional costs for a copy. However,
effects based on any additional costs that were paid for the original
spell are copied as though those same costs were paid for each copy
too.
* If a copy says that it affects "you," it affects the controller of
that copy, not the controller of the original spell. Similarly, if a
copy says that it affects an "opponent," it affects an opponent of that
copy's controller, not an opponent of the original spell's controller.
-----
Eldrazi Conscription
{8}
Tribal Enchantment -- Eldrazi Aura
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2.
(Whenever it attacks, defending player sacrifices two permanents.)
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* Eldrazi Conscription is an Eldrazi. However, it doesn't turn the
enchanted creature into an Eldrazi.
-----
Emerge Unscathed
{W}
Instant
Target creature you control gains protection from the color of your
choice until end of turn.
Rebound (If you cast this spell from your hand, exile it as it
resolves. At the beginning of your next upkeep, you may cast this card
from exile without paying its mana cost.)
* You choose the color as Emerge Unscathed resolves. Once you choose a
color, it's too late for players to respond.
-----
Emrakul, the Aeons Torn
{15}
Legendary Creature -- Eldrazi
15/15Emrakul, the Aeons Torn can't be countered.
When you cast Emrakul, take an extra turn after this one.
Flying, protection from colored spells, annihilator 6
When Emrakul is put into a graveyard from anywhere, its owner shuffles
his or her graveyard into his or her library.
* Emrakul can be targeted by spells that try to counter it (such as Lay
Bare). Those spells will resolve, but the part of their effect that
would counter Emrakul won't do anything. Any other effects those spells
have will work as normal.
* "Protection from colored spells" means that Emrakul can't be the
target of colored spells (including colored Aura spells) or of
abilities whose sources are colored spells (such as the "when you cast"
ability of an Ulamog, the Infinite Gyre that's been turned red by
Painter's Servant). It also means that all damage that would be dealt
to Emrakul by colored spells is prevented. Like every protection
ability, it works only while Emrakul is on the battlefield.
* "Colored spells" is not synonymous with "colored instants and
sorceries." For example, if a player cycles Choking Tethers, its
triggered ability may target Emrakul because Choking Tethers wasn't
cast as a spell.
* Emrakul may be affected by colored spells that don't target it or
deal damage to it, including those that cause it to become blocked.
Abilities of colored permanents (such as Journey to Nowhere) may targetit. Auras may be moved onto it by abilities or by colored spells that
don't target it (such as Aura Graft).
* See also "New Keyword Ability: Annihilator," "Theme: 'When you cast
[this creature] abilities,'" and "Theme: Legendary Eldrazi" in the
General Notes section of this FAQ.
-----
Escaped Null
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{3}{B}
Creature -- Zombie Berserker
1/2
Lifelink
Whenever Escaped Null blocks or becomes blocked, it gets +5/+0 until
end of turn.
* When Escaped Null blocks or becomes blocked, its last ability
triggers just once, no matter how many creatures Escaped Null blocked
or became blocked by.
-----
Explosive Revelation
{3}{R}{R}
Sorcery
Choose target creature or player. Reveal cards from the top of your
library until you reveal a nonland card. Explosive Revelation deals
damage equal to that card's converted mana cost to that creature or
player. Put the nonland card into your hand and the rest on the bottom
of your library in any order.
* If the targeted creature or player is an illegal target by the time
Explosive Revelation resolves, the spell is countered. You won't reveal
any cards from your library.
* Once you start revealing cards from your library, it's too late for
players to respond. If you target a creature, for example, its
controller can't wait to see how much damage will be dealt to it before
casting a damage prevention spell, activating a regeneration ability,
sacrificing it for some benefit, or anything else. Any such actions
must be done before Explosive Revelation starts to resolve.
* If all the cards in your library are land cards, you'll reveal all of
them, then arrange them in your library in whatever order you like. No
damage is dealt.
-----
Fissure Vent
{3}{R}{R}
Sorcery
Choose one or both -- Destroy target artifact; and/or destroy target
nonbasic land.
* You may choose just the first mode (targeting an artifact), just the
second mode (targeting a nonbasic land), or both modes (targeting an
artifact and a nonbasic land). You can't choose a mode unless there's a
legal target for it.
-----
Fleeting Distraction
{U}
Instant
Target creature gets -1/-0 until end of turn.
Draw a card.
* If the targeted creature is an illegal target by the time Fleeting
Distraction resolves, the spell is countered. You won't draw a card.
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-----
Forked Bolt
{R}
Sorcery
Forked Bolt deals 2 damage divided as you choose among one or two
target creatures and/or players.
* You divide the damage as you cast Forked Bolt, not as it resolves.
Each target must be assigned at least 1 damage. (In other words, as you
cast Forked Bolt, you choose whether to have it deal 2 damage to a
single target, or deal 1 damage to each of two targets.)
-----
Frostwind Invoker
{4}{U}
Creature -- Merfolk Wizard
3/3
Flying
{8}: Creatures you control gain flying until end of turn.
* Only creatures you control as the activated ability resolves are
affected.
-----
Gelatinous Genesis
{X}{X}{G}
Sorcery
Put X X/X green Ooze creature tokens onto the battlefield.
* For example:
-- If you spend {2}{G} to cast Gelatinous Genesis, you'll get a single
1/1 creature token.
-- If you spend {4}{G}, you'll get two 2/2 creatures.
-- If you spend {6}{G}, you'll get three 3/3 creatures.
And so on.
-----
Gideon Jura
{3}{W}{W}
Planeswalker -- Gideon
6
[+2]: During target opponent's next turn, creatures that player
controls attack Gideon Jura if able.
[-2]: Destroy target tapped creature.
[0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier
creature that's still a planeswalker. Prevent all damage that would be
dealt to him this turn.
* Gideon Jura's first ability doesn't lock in what it applies to.
That's because the effect states a true thing about a set of creatures,
but doesn't actually change the characteristics of those creatures. As
a result, whatever creatures the targeted opponent controls during the
declare attackers step of his or her next turn must attack Gideon Jura
if able. This includes creatures that come under that player's control
after the ability has resolved and creatures that have lost all
abilities.
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* Gideon Jura's first ability causes creatures to attack him if able.
If, during the affected player's declare attackers step, a creature he
or she controls is tapped, is affected by a spell or ability that says
it can't attack, or is affected by "summoning sickness," then that
creature doesn't attack. If there's a cost associated with having a
creature attack, the player isn't forced to pay that cost, so the
creature doesn't have to attack in that case either.
* If a creature controlled by the affected player can't attack Gideon
Jura (because he's no longer on the battlefield, for example), that
player may have it attack you, another one of your planeswalkers, or
nothing at all.
* Gideon Jura's first ability applies during each combat phase of the
affected player's next turn (as opposed to applying during the affected
player's next combat phase). The distinction is relevant if there are
no combat phases during that turn (due to Fatespinner's effect, for
example) or there are multiples (due to World at War, for example).
* If Gideon Jura becomes a creature due to his third ability, thatdoesn't count as having a creature enter the battlefield. Gideon Jura
was already on the battlefield; he only changed his types. Abilities
that trigger whenever a creature enters the battlefield won't trigger.
* If Gideon Jura becomes a creature, he may be affected by "summoning
sickness." You can't attack with him or use any of his {T} abilities
(if he gains any) unless he began your most recent turn on the
battlefield under your control. Note that summoning sickness cares
about when Gideon Jura came under your control, not when he became a
creature.
* Gideon Jura's third ability causes him to become a creature with the
creature types Human Soldier. He remains a planeswalker with the
planeswalker type Gideon. (He also retains any other card types or
subtypes he may have had.) Each subtype is correlated to the proper
card type: Gideon is just a planeswalker type (not a creature type),
and Human and Soldier are just creature types (not planeswalker types).
* If you activate Gideon Jura's third ability and then unpreventable
damage is dealt to him (due to Unstable Footing, for example), that
damage has all applicable results: specifically, the damage is marked
on Gideon Jura (since he's a creature) and that damage causes that many
loyalty counters to be removed from him (since he's a planeswalker). If
the total amount of damage marked on Gideon Jura is lethal damage, he's
destroyed as a state-based action. If Gideon Jura has no loyalty
counters on him, he's put into his owner's graveyard as a state-based
action.
* If you activate Gideon Jura's third ability and then a creature
enters the battlefield as a copy of him, that copy will be just a
planeswalker, not a creature. (The effect of Gideon's third ability
isn't copied, just as the effect of a Giant Growth, for example,
wouldn't be copied.) Since both permanents will be planeswalkers with
the planeswalker type Gideon, each one will be put into his owner's
graveyard as a state-based action due to the "planeswalker uniqueness
rule."
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* If you activate Gideon Jura's third ability and then a permanent
that's already on the battlefield becomes a copy of him, that copy will
be just a planeswalker, not a creature. If the original Gideon Jura is
still on the battlefield by the time the copy effect happens, each of
those permanents will be put into his owner's graveyard as a state-
based action due to the "planeswalker uniqueness rule." If the original
Gideon Jura is gone by this time, the other permanent will be put into
his owner's graveyard as a state-based action for having no loyalty
counters on him (unless, for some odd reason, he already had loyalty
counters on him).
* Say you activate Gideon Jura's third ability, then an opponent gains
control of him before combat. You may have any of your creatures attack
Gideon Jura (since he's still a planeswalker). Then Gideon Jura may
block (since he's a creature). He may block any eligible attacking
creature, including one that's attacking him! During combat, he behaves
as an attacked planeswalker and/or a blocking creature, as appropriate.
For example, he deals combat damage to any creatures he's blocking, but
he doesn't deal combat damage to any unblocked creatures that are
attacking him.-----
Gigantomancer
{7}{G}
Creature -- Human Shaman
1/1
{1}: Target creature you control becomes 7/7 until end of turn.
* This ability overwrites all previous effects that set the targeted
creature's power and toughness to specific values. Other effects that
set its power or toughness to specific values that start to apply after
this ability resolves will overwrite this effect.
* The timestamp of each level symbol's ability is the same as the
timestamp of the leveler itself, regardless of when the most recent
level counter was put on it. If a leveler is affected by
Gigantomancer's ability, then enough level counters are put on it to
reach a level indicated by a new level symbol, it will still be 7/7,
not the power and toughness indicated by that level symbol. (See "New
Card Layout: Levelers" in the General Notes section of this FAQ.)
* Effects that modify the targeted creature's power or toughness, such
as the effects of Giant Growth or Glorious Anthem, will apply to it no
matter when they started to take effect. The same is true for counters
that change the creature's power or toughness (such as +1/+1 counters)
and effects that switch its power and toughness.
-----
Goblin Tunneler
{1}{R}
Creature -- Goblin Rogue
1/1
{T}: Target creature with power 2 or less is unblockable this turn.
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* The power of the targeted creature is checked both as you target it
and as the ability resolves. After the ability resolves, the creature
will remain unblockable even if its power becomes greater than 2.
* The ability doesn't grant an ability to the targeted creature.
Rather, it affects the game rules and states something that's now true
about that creature. After the ability resolves, the creature will
remain unblockable for the rest of the turn even if it loses all
abilities.
-----
Gravity Well
{1}{G}{G}
Enchantment
Whenever a creature with flying attacks, it loses flying until end of
turn.
* This ability triggers and resolves during the declare attackers step.
The creature will no longer have flying by the time blockers are
declared.
* After attackers are declared and any Gravity Well abilities have
resolved, a spell or ability that grants flying to a creature will work
normally. This includes other abilities that trigger "whenever [a
creature] attacks" (such as the one Order of the Golden Cricket has).
-----
Grotag Siege-Runner
{1}{R}
Creature -- Goblin Rogue
2/1
{R}, Sacrifice Grotag Siege-Runner: Destroy target creature with
defender. Grotag Siege-Runner deals 2 damage to that creature's
controller.
* If the targeted creature is an illegal target by the time the ability
resolves, the ability is countered. Its controller won't be dealt
damage.
-----
Growth Spasm
{2}{G}
Sorcery
Search your library for a basic land card, put it onto the battlefield
tapped, then shuffle your library. Put a 0/1 colorless Eldrazi Spawn
creature token onto the battlefield. It has "Sacrifice this creature:
Add {1} to your mana pool."
* You put an Eldrazi Spawn token onto the battlefield whether or not
you put a basic land card onto the battlefield.
-----
Hand of Emrakul
{9}
Creature -- Eldrazi
7/7
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You may sacrifice four Eldrazi Spawn rather than pay Hand of Emrakul's
mana cost.
Annihilator 1 (Whenever this creature attacks, defending player
sacrifices a permanent.)
* Casting Hand of Emrakul by paying its alternative cost doesn't change
when you can cast it. You can cast it only at the normal time you could
cast a creature spell.
* Casting Hand of Emrakul by paying its alternative cost doesn't change
its mana cost or converted mana cost.
* Effects that increase or reduce the cost to cast Hand of Emrakul will
apply to it even if you choose to pay its alternative cost.
-----
Harmless Assault
{2}{W}{W}
Instant
Prevent all combat damage that would be dealt this turn by attacking
creatures.
* Combat damage dealt by blocking creatures isn't prevented.
-----
Haze Frog
{3}{G}{G}
Creature -- Frog
2/1
Flash (You may cast this spell any time you could cast an instant.)
When Haze Frog enters the battlefield, prevent all combat damage that
other creatures would deal this turn.
* Combat damage dealt by Haze Frog itself during the turn it enters the
battlefield isn't prevented. Combat damage that would be dealt by all
other creatures is prevented, including creatures that weren't on the
battlefield at the time the ability resolved.
* If two Haze Frogs enter the battlefield during the same turn, each
one's ability will prevent the other one's combat damage.
-----
Hedron-Field Purists
{2}{W}
Creature -- Human Cleric
0/3
Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as
a sorcery.)LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent
1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent
2 of that damage.
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* The prevention effects prevent 1 or 2 damage, as applicable, from
each source (regardless of who controls it) each time that source would
deal damage to you or a creature you control. They prevent damage of
any kind, not just combat damage.
* Remember that Hedron-Field Purists never has both of these prevention
effects at the same time. See "New Card Layout: Levelers" in the
General Notes section of this FAQ.
* If a source would deal damage to multiple applicable recipients, the
prevention effects apply to each of those recipients separately. For
example, if Hedron-Field Purists is level 1 and you cast Earthquake
("Earthquake deals X damage to each creature without flying and each
player") with X equal to 3, that Earthquake will deal 2 damage to you,
2 damage to each creature without flying you control, 3 damage to each
other player, and 3 damage to each creature without flying other
players control.
* The prevention effects don't affect damage dealt directly to a
planeswalker you control (such as combat damage, or damage Sarkhan the
Mad deals to himself due to his first ability). They can preventnoncombat damage that's redirected from you to a planeswalker you
control if you apply these effects first.
* The effects from multiple Hedron-Field Purists are cumulative.
-----
Hellcarver Demon
{3}{B}{B}{B}
Creature -- Demon
6/6
Flying
Whenever Hellcarver Demon deals combat damage to a player, sacrifice
all other permanents you control and discard your hand. Exile the top
six cards of your library. You may cast any number of nonland cards
exiled this way without paying their mana costs.
* The triggered ability is mandatory. All the permanents you control,
including all lands, will be sacrificed.
* The cards from your library are exiled face up.
* You cast nonland cards from exile as part of the resolution of
Hellcarver Demon's ability. You may cast those cards in any order.
Timing restrictions based on the card's type (such as creature or
sorcery) are ignored. Other restrictions are not (such as "Cast [this
card] only before the combat damage step"). You cast all of the cards
you like, putting them onto the stack, then Hellcarver Demon's abilityfinishes resolving. The spells you cast this way will then resolve as
normal, one at a time, in the opposite order that they were put on the
stack.
* If you cast a card "without paying its mana cost," you can't pay any
alternative costs. On the other hand, if the card has optional
additional costs (such as kicker or multikicker), you may pay those
when you cast the card. If the card has mandatory additional costs
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(such as Momentous Fall does), you must pay those when you cast the
card.
* Any cards you can't cast (because they're lands or they have no legal
targets, perhaps) or choose not to cast simply remain exiled.
* If you control two Hellcarver Demons that deal combat damage to a
player at the same time, each Demon's ability triggers. When the first
one resolves, you'll sacrifice all permanents except that Hellcarver
Demon (meaning you'll sacrifice the other one). Then you'll exile six
cards from your library and may cast nonland cards exiled that way.
After those spells resolve, the other Demon's ability resolves. You'll
sacrifice all permanents you now control (including the first Demon and
any permanents put on the battlefield as a result of the spells you
just cast), exile six more cards from your library, and cast any number
of them.
-----
Irresistible Prey
{G}
SorceryTarget creature must be blocked this turn if able.
Draw a card.
* You can target a creature you don't control or that otherwise
couldn't attack that turn.
* If the targeted creature is an illegal target by the time
Irresistible Prey resolves, the spell is countered. You won't draw a
card.
* The creature affected by Irresistible Prey doesn't have to attack
that turn.
* If the affected creature attacks, the defending player must assign at
least one blocker to it during the declare blockers step, unless that
player controls no creatures that could block it.
* If there are multiple combat phases in a turn, the affected creature
must be blocked only in the first one in which it's able to be blocked.
-----
It That Betrays
{12}
Creature -- Eldrazi
11/11
Annihilator 2 (Whenever this creature attacks, defending player
sacrifices two permanents.)Whenever an opponent sacrifices a nontoken permanent, put that card
onto the battlefield under your control.
* The second ability triggers whenever an opponent sacrifices a
nontoken permanent for any reason, not just due to the annihilator
ability.
* It doesn't matter whose graveyard the permanent is put into, only
that it was last controlled by, and sacrificed by, an opponent.
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* If an opponent sacrifices a nontoken permanent as part of paying the
cost of a spell or ability, the second ability triggers and goes on the
stack on top of it. This ability will resolve, causing you to return
the card to the battlefield before the other spell or ability resolves.
* When the second ability resolves, you must return the card to the
battlefield, even if you don't want to.
* If an opponent sacrifices an Aura, you'll choose what it enchants as
you return it to the battlefield. No player can respond to the choice.
Since an Aura doesn't target anything if it isn't cast as a spell, you
can enchant a permanent with shroud this way.
* If the sacrificed permanent that caused the second ability to trigger
somehow leaves the graveyard before the ability resolves (possibly
because it was returned to the battlefield by the ability of another It
That Betrays), the ability simply won't do anything when it resolves.
-----
Jaddi Lifestrider{4}{G}
Creature -- Elemental
2/8
When Jaddi Lifestrider enters the battlefield, you may tap any number
of untapped creatures you control. You gain 2 life for each creature
tapped this way.
* You don't choose which creatures to tap until the ability resolves.
You may tap Jaddi Lifestrider itself this way, assuming it's still on
the battlefield untapped by this time.
-----
Joraga Treespeaker
{G}
Creature -- Elf Druid
1/1
Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as
a sorcery.)
LEVEL 1-4
1/2
{T}: Add {G}{G} to your mana pool.
LEVEL 5+
1/4
Elves you control have "{T}: Add {G}{G} to your mana pool."
* If Joraga Treespeaker is level 5 or greater, it grants the mana
ability to each Elf you control, including itself.-----
Keening Stone
{6}
Artifact
{5}, {T}: Target player puts the top X cards of his or her library into
his or her graveyard, where X is the number of cards in that player's
graveyard.
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* The value of X is determined as the ability starts to resolve. If the
targeted player has five cards in his or her graveyard at that time,
for example, this ability will put five more cards into that graveyard
from the top of that player's library.
-----
Khalni Hydra
{G}{G}{G}{G}{G}{G}{G}{G}
Creature -- Hydra
8/8
Khalni Hydra costs {G} less to cast for each green creature you
control.
Trample
* For the purpose of determining the cost reduction, the number of
green creatures you control is checked as you cast Khalni Hydra, before
your last chance to activate mana abilities to pay for it. For example,
if you control Wild Cantor (a red and green creature with the ability
"Sacrifice Wild Cantor: Add one mana of any color to your mana pool")
as you cast Khalni Hydra, first the cost to cast Khalni Hydra is
reduced by {G}, then you could sacrifice Wild Cantor for mana to helppay for it.
* Khalni Hydra's cost reduction effect doesn't change its mana cost or
converted mana cost.
* If an effect (such as the one from Lodestone Golem) imposes an
additional generic mana cost to casting Khalni Hydra, the Hydra's
ability will reduce it too. It'll reduce the amount of green mana you
need to spend first, though.
-----
Kiln Fiend
{1}{R}
Creature -- Elemental Beast
1/2
Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0
until end of turn.
* If you cast an instant or sorcery spell, Kiln Fiend's ability
triggers and goes on the stack on top of it. The ability will resolve
before the spell does.
-----
Kor Line-Slinger
{1}{W}
Creature -- Kor Scout
0/1{T}: Tap target creature with power 3 or less.
* The power of the targeted creature is checked both as you target it
and as the ability resolves.
-----
Kor Spiritdancer
{1}{W}
Creature -- Kor Wizard
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0/2
Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
* If you cast an Aura spell, Kor Spiritdancer's second ability triggers
and goes on the stack on top of it. The ability will resolve before the
spell does.
* The second ability triggers when you cast any Aura spell, not just
one that targets Kor Spiritdancer.
-----
Last Kiss
{2}{B}
Instant
Last Kiss deals 2 damage to target creature and you gain 2 life.
* You gain 2 life even if the damage is prevented.
* If the targeted creature is an illegal target by the time Last Kiss
resolves, the spell is countered. You won't gain life.-----
Lavafume Invoker
{2}{R}
Creature -- Goblin Shaman
2/2
{8}: Creatures you control get +3/+0 until end of turn.
* Only creatures you control as the activated ability resolves are
affected.
-----
Lay Bare
{2}{U}{U}
Instant
Counter target spell. Look at its controller's hand.
* If the targeted spell is an illegal target by the time Lay Bare
resolves, Lay Bare is countered. You won't look at its controller's
hand.
-----
Lighthouse Chronologist
{1}{U}
Creature -- Human Wizard
1/3
Level up {U} ({U}: Put a level counter on this. Level up only as asorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra
turn after this one.
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* In a two-player game, if you have a level 7 Lighthouse Chronologist
and there are no other extra-turn effects, the game will proceed like
this (with extra turns in brackets): your turn, your opponent's turn,
[your turn], your turn, your opponent's turn, [your turn], your turn,
your opponent's turn, and so on.
* In a four-player game, if you have a level 7 Lighthouse Chronologist
and there are no other extra-turn effects, the game will proceed like
this (with extra turns in brackets): your turn, opponent A's turn,
[your turn], opponent B's turn, [your turn], opponent C's turn, [your
turn], your turn, opponent A's turn, and so on. The same principle
applies to a multiplayer game with a different number of players.
* The effects of multiple level 7 Lighthouse Chronologists are
cumulative. If you control two of them in a two-player game, you'll
take three turns for each turn your opponent takes.
* In a two-player game, if you and your opponent each control a level 7
Lighthouse Chronologist, they'll essentially cancel each other out and
you'll alternate turns. Since all the turns you'd be taking are extra
turns created by these abilities, make sure you know whose normal turnis supposed to be next in case one or both of the Lighthouse
Chronologists leaves the battlefield.
* In a multiplayer game, if multiple players each control a level 7
Lighthouse Chronologist, extra turns may sometimes be created faster
than they can be taken. Keep track of them carefully. If multiple
Chronologist's abilities trigger during the same turn, the player whose
turn would show up sooner in the natural turn order will get the first
extra turn. For example, say Players B and C each control a level 7
Lighthouse Chronologist. Player A takes a turn. The game will proceed
like this (with extra turns in brackets): Player A's current turn,
[Player B's turn], [Player C's turn], [Player B's turn], [Player C's
turn], and so on. Because Players B and C will each add another extra
turn after the other player's extra turn, Player A will not take
another turn as long as both level 7 Lighthouse Chronologists remain on
the battlefield.
-----
Lightmine Field
{2}{W}{W}
Enchantment
Whenever one or more creatures attack, Lightmine Field deals damage to
each of those creatures equal to the number of attacking creatures.
* Lightmine Field's ability triggers when any creatures attack,
including your own.
* Which creatures are dealt damage is based on which creatures were
declared as attackers during the declare attackers step.
* How much damage each of those creatures is dealt is based how many
creatures are attacking at the time the ability resolves.
* For example: If a creature attacks but is removed from combat before
Lightmine Field's ability resolves (because it would be destroyed and
regenerates, perhaps), that creature is dealt damage by Lightmine Field
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but isn't counted when determining the amount of damage. On the other
hand, if a creature is put onto the battlefield attacking (due to
Preeminent Captain's ability, perhaps), it isn't dealt damage by
Lightmine Field, but it is counted when determining the amount of
damage.
-----
Linvala, Keeper of Silence
{2}{W}{W}
Legendary Creature -- Angel
3/4
Flying
Activated abilities of creatures your opponents control can't be
activated.
* Linvala's ability affects only creatures on the battlefield.
Activated abilities that work in other zones (such as cycling or
unearth) can still be activated.
* No abilities of creatures your opponents control can be activated,
including mana abilities.
* Triggered abilities and static abilities of creatures your opponents
control work normally.
-----
Lord of Shatterskull Pass
{3}{R}
Creature -- Minotaur Shaman
3/3
Level up {1}{R} ({1}{R}: Put a level counter on this. Level up only as
a sorcery.)
LEVEL 1-5
6/6
LEVEL 6+
6/6
Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each
creature defending player controls.
* The last ability triggers and resolves during the declare attackers
step, before blockers are declared.
* In a multiplayer game, the only player affected by the last ability
is the one Lord of Shatterskull Pass is attacking (or the one who
controls the planeswalker Lord of Shatterskull Pass is attacking).
* If a level 6 Lord of Shatterskull Pass attacks in a Two-Headed Giant
game, its controller chooses which one of the defending players isaffected by its ability. The choice is made as the ability resolves.
-----
Luminous Wake
{2}{W}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks or blocks, you gain 4 life.
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* The controller of Luminous Wake (who is not necessarily the
controller of the enchanted creature) controls the triggered ability
and gains life when it resolves. In other words, if you enchant your
opponent's creature with Luminous Wake, you -- not your opponent --
gain life whenever that creature attacks or blocks.
* When the enchanted creature blocks, Luminous Wake's ability triggers
just once, even if that creature somehow blocked multiple attacking
creatures.
-----
Lust for War
{2}{R}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature becomes tapped, Lust for War deals 3 damage
to that creature's controller.
Enchanted creature attacks each turn if able.
* Lust for War's triggered ability triggers when the enchanted creature
becomes tapped for any reason, not just when it attacks.
* If, during its controller's declare attackers step, the enchanted
creature is tapped, is affected by a spell or ability that says it
can't attack, or is affected by "summoning sickness," then that
creature doesn't attack. If there's a cost associated with having that
creature attack, its controller isn't forced to pay that cost, so the
creature doesn't have to attack in that case either.
* If there are multiple combat phases in a turn, the enchanted creature
must attack only in the first one in which it's able to.
-----
Magmaw
{3}{R}{R}
Creature -- Elemental
4/4
{1}, Sacrifice a nonland permanent: Magmaw deals 1 damage to target
creature or player.
* You may sacrifice Magmaw to pay its own activation cost. If you do,
Magmaw will still deal 1 damage to the targeted creature or player
(unless, for some reason, you targeted Magmaw itself, in which case the
ability will be countered for having no legal targets).
-----
Merfolk Skyscout
{2}{U}{U}Creature -- Merfolk Scout
2/3
Flying
Whenever Merfolk Skyscout attacks or blocks, untap target permanent.
* When Merfolk Skyscout blocks, its second ability triggers just once,
even if it somehow blocked multiple attacking creatures.
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* You may target any permanent with the ability, including Merfolk
Skyscout itself or a permanent that's already untapped.
-----
Might of the Masses
{G}
Instant
Target creature gets +1/+1 until end of turn for each creature you
control.
* The bonus is determined as Might of the Masses resolves. It won't
change if the number of creatures you control changes later in the
turn.
* If you target a creature you control with Might of the Masses,
remember to count that one when determining the amount of the bonus.
-----
Momentous Fall
{2}{G}{G}
InstantAs an additional cost to cast Momentous Fall, sacrifice a creature.
You draw cards equal to the sacrificed creature's power, then you gain
life equal to its toughness.
* The sacrificed creature's last known existence on the battlefield is
checked to determine its power and its toughness.
-----
Mortician Beetle
{B}
Creature -- Insect
1/1
Whenever a player sacrifices a creature, you may put a +1/+1 counter on
Mortician Beetle.
* Mortician Beetle's ability triggers whenever any player, including
you, sacrifices a creature because some other spell, ability, or cost
instructed the player to do so. Mortician Beetle itself doesn't allow
you to sacrifice any creatures.
-----
Mul Daya Channelers
{1}{G}{G}
Creature -- Elf Druid Shaman
2/2
Play with the top card of your library revealed.
As long as the top card of your library is a creature card, Mul DayaChannelers gets +3/+3.
As long as the top card of your library is a land card, Mul Daya
Channelers has "{T}: Add two mana of any one color to your mana pool."
* When playing with the top card of your library revealed, if an effect
tells you to draw several cards, reveal each one before you draw it.
* If the top card of your library changes during the process of casting
a spell or activating an ability, the new top card won't be revealed
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until the process of casting the spell or activating the ability ends
(all targets are chosen, all costs are paid, and so on).
* If the top card of your library is both a creature card and a land
card (as Dryad Arbor is), Mul Daya Channelers gets both bonuses.
-----
Narcolepsy
{1}{U}
Enchantment -- Aura
Enchant creature
At the beginning of each upkeep, if enchanted creature is untapped, tap
it.
* Narcolepsy's triggered ability has an "intervening 'if' clause." That
means (1) the ability triggers only if the enchanted creature is
untapped as any player's upkeep begins, and (2) the ability does
nothing if the enchanted creature is already tapped by the time it
resolves.
* Narcolepsy doesn't keep the enchanted creature continually tapped.The creature untaps during its controller's untap step as normal, then
is tapped when Narcolepsy's ability resolves during that upkeep. The
creature may be tapped in response (for example, if it has an activated
ability with {T} in its cost).
-----
Near-Death Experience
{2}{W}{W}{W}
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win
the game.
* This ability has an "intervening 'if' clause." That means (1) the
ability triggers only if you have exactly 1 life as your upkeep begins,
and (2) the ability does nothing if your life total is anything other
than 1 by the time it resolves.
* In a Two-Headed Giant game, anything that cares about your life total
checks your team's life total. (This is a change from previous rules.)
You'll win the game if your team has exactly 1 life.
-----
Nighthaze
{B}
Sorcery
Target creature gains swampwalk until end of turn.
Draw a card.
* If the targeted creature is an illegal target by the time the ability
resolves, the ability is countered. You won't draw a card.
-----
Not of This World
{7}
Tribal Instant -- Eldrazi
Counter target spell or ability that targets a permanent you control.
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Not of This World costs {7} less to cast if it targets a spell or
ability that targets a creature you control with power 7 or greater.
* The spell or ability you target with Not of This World may have any
number of targets, as long as one of them is a permanent you control.
* Not of This World's first ability checks the current state of the
targets of the spell or ability it's targeting to determine whether one
of them is a permanent you control. For example, say a player casts
Forked Bolt targeting you and a creature you control. If, in response,
another spell or ability causes that creature to no longer be under
your control, then you can't cast Not