Rise Eldrazi FAQ

download Rise Eldrazi FAQ

of 58

Transcript of Rise Eldrazi FAQ

  • 8/9/2019 Rise Eldrazi FAQ

    1/58

    _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    rules may cause some of this information to become outdated.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***

  • 8/9/2019 Rise Eldrazi FAQ

    2/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    3/58

    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.)

  • 8/9/2019 Rise Eldrazi FAQ

    4/58

  • 8/9/2019 Rise Eldrazi FAQ

    5/58

    * 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:

  • 8/9/2019 Rise Eldrazi FAQ

    6/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    7/58

    * 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.)

  • 8/9/2019 Rise Eldrazi FAQ

    8/58

    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).

  • 8/9/2019 Rise Eldrazi FAQ

    9/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    10/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    11/58

    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

  • 8/9/2019 Rise Eldrazi FAQ

    12/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    13/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    14/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    15/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    16/58

    * 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.)

  • 8/9/2019 Rise Eldrazi FAQ

    17/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    18/58

    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

  • 8/9/2019 Rise Eldrazi FAQ

    19/58

    {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

  • 8/9/2019 Rise Eldrazi FAQ

    20/58

    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.)

  • 8/9/2019 Rise Eldrazi FAQ

    21/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    22/58

    {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.

  • 8/9/2019 Rise Eldrazi FAQ

    23/58

    -----

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    24/58

    * 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."

  • 8/9/2019 Rise Eldrazi FAQ

    25/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    26/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    27/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    28/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    29/58

    (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.

  • 8/9/2019 Rise Eldrazi FAQ

    30/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    31/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    32/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    33/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    34/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    35/58

    * 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.

  • 8/9/2019 Rise Eldrazi FAQ

    36/58

    * 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

  • 8/9/2019 Rise Eldrazi FAQ

    37/58

    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.

  • 8/9/2019 Rise Eldrazi FAQ

    38/58

    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