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  4. Heads I Win, Tails You Lose
Secret Lair Drop

Heads I Win, Tails You Lose

Heads I Win, Tails You Lose is a .Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary

Released 87 cards

We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.

Every card in this drop

Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.

  • Zndrsplt, Eye of Wisdom // Zndrsplt, Eye of Wisdom

    Zndrsplt, Eye of Wisdom // Zndrsplt, Eye of Wisdom

    Legendary Creature — Homunculus // Legendary Creature — Homunculus

    • Card Kingdom foil $39.99
    • Cardmarket foil €29.28
    • Mana Pool foil $36.25
    • TCGplayer $25.83 foil $38.08
  • Okaun, Eye of Chaos // Okaun, Eye of Chaos

    Okaun, Eye of Chaos // Okaun, Eye of Chaos

    Legendary Creature — Cyclops Berserker // Legendary Creature — Cyclops Berserker

    • Card Kingdom foil $27.99
    • Cardmarket foil €28.80
    • Mana Pool foil $31.73
    • TCGplayer $26.11 foil $34.07
  • Daretti, Scrap Savant

    Daretti, Scrap Savant

    Legendary Planeswalker — Daretti

    • Card Kingdom foil $1.99
    • Cardmarket foil €1.70
    • Mana Pool foil $1.31
    • TCGplayer foil $1.37
  • Ral Zarek

    Ral Zarek

    Legendary Planeswalker — Ral

    • Card Kingdom foil $1.79
    • Cardmarket foil €1.15
    • Mana Pool foil $0.71
    • TCGplayer foil $0.92
  • Goblin Kaboomist

    Goblin Kaboomist

    Creature — Goblin Warrior

    • Card Kingdom foil $0.99
    • Cardmarket foil €1.00
    • Mana Pool foil $0.65
    • TCGplayer foil $0.67
  • Krark, the Thumbless

    Krark, the Thumbless

    Legendary Creature — Goblin Wizard

    • Card Kingdom foil $3.49
    • Cardmarket foil €2.05
    • Mana Pool $1.02 foil $2.30
    • TCGplayer foil $3.27
  • Niv-Mizzet, Parun

    Niv-Mizzet, Parun

    Legendary Creature — Dragon Wizard

    • Card Kingdom foil $7.99
    • Cardmarket foil €5.49
    • Mana Pool foil $7.39
    • TCGplayer foil $7.72
  • Spark Double

    Spark Double

    Creature — Illusion

    • Card Kingdom foil $11.99
    • Cardmarket foil €9.20
    • Mana Pool foil $9.89
    • TCGplayer foil $10.50
  • Frenetic Sliver

    Frenetic Sliver

    Creature — Sliver

    • Card Kingdom $0.35 foil $0.79
    • Cardmarket €0.28
    • Mana Pool $0.15 foil $0.67
    • TCGplayer $0.23 foil $1.91
  • Goblin Archaeologist

    Goblin Archaeologist

    Creature — Goblin Artificer

    • Card Kingdom foil $0.79
    • Cardmarket foil €0.84
    • Mana Pool foil $0.95
    • TCGplayer foil $1.85
  • Karplusan Minotaur

    Karplusan Minotaur

    Creature — Minotaur Warrior

    • Card Kingdom foil $8.49
    • Cardmarket foil €4.34
    • Mana Pool foil $5.37
    • TCGplayer foil $5.43
  • Tavern Scoundrel

    Tavern Scoundrel

    Creature — Human Rogue

    • Card Kingdom foil $1.99
    • Cardmarket foil €0.67
    • Mana Pool foil $1.12
    • TCGplayer foil $3.44
  • Tribute Mage

    Tribute Mage

    Creature — Human Wizard

    • Card Kingdom foil $3.49
    • Cardmarket foil €2.61
    • Mana Pool foil $2.24
    • TCGplayer foil $2.40
  • Bloodsworn Steward

    Bloodsworn Steward

    Creature — Vampire Knight

    • Card Kingdom $0.49
    • Cardmarket €0.57
    • Mana Pool $0.39
    • TCGplayer $0.89
  • Goblin Engineer

    Goblin Engineer

    Creature — Goblin Artificer

    • Card Kingdom $10.99
    • Cardmarket €11.49
    • Mana Pool $9.10
    • TCGplayer $9.93
  • The Locust God

    The Locust God

    Legendary Creature — God

    • Card Kingdom $8.99
    • Cardmarket €7.09
    • Mana Pool $6.93
    • TCGplayer $7.68
  • Yusri, Fortune's Flame

    Yusri, Fortune's Flame

    Legendary Creature — Efreet

    • Card Kingdom $0.49
    • Cardmarket €0.31
    • Mana Pool $0.23
    • TCGplayer $0.24
  • Mogg Assassin

    Mogg Assassin

    Creature — Goblin Assassin

    • Card Kingdom $1.49
    • Cardmarket €2.69
    • Mana Pool $1.04
    • TCGplayer $1.12
  • Sakashima the Impostor

    Sakashima the Impostor

    Legendary Creature — Human Rogue

    • Card Kingdom $21.99
    • Cardmarket €14.07
    • Mana Pool $12.24
    • TCGplayer $13.20
  • Stitch in Time // Stitch in Time

    Stitch in Time // Stitch in Time

    Sorcery // Sorcery

    • Card Kingdom foil $8.49
    • Cardmarket foil €9.53
    • Mana Pool foil $6.56
    • TCGplayer foil $8.12
  • Blasphemous Act

    Blasphemous Act

    Sorcery

    • Card Kingdom foil $3.99
    • Cardmarket foil €3.12
    • Mana Pool foil $2.66
    • TCGplayer foil $2.71
  • Fabricate

    Fabricate

    Sorcery

    • Card Kingdom $10.99 foil $9.99
    • Cardmarket €5.53 foil €6.63
    • Mana Pool $7.71 foil $8.70
    • TCGplayer $7.50 foil $10.39
  • Fiery Gambit

    Fiery Gambit

    Sorcery

    • Card Kingdom foil $3.49
    • Cardmarket foil €2.01
    • Mana Pool foil $2.91
    • TCGplayer foil $3.37
  • Chandra's Ignition

    Chandra's Ignition

    Sorcery

    • Card Kingdom $9.99
    • Cardmarket €3.36
    • Mana Pool $5.72
    • TCGplayer $9.19
  • Gamble

    Gamble

    Sorcery

    • Card Kingdom $23.99
    • Cardmarket €17.27
    • Mana Pool $17.71
    • TCGplayer $20.36
  • Reshape

    Reshape

    Sorcery

    • Card Kingdom $5.99
    • Cardmarket €3.15
    • Mana Pool $3.42
    • TCGplayer $3.73
  • Seize the Day

    Seize the Day

    Sorcery

    • Card Kingdom $9.99
    • Cardmarket €8.79
    • Mana Pool $6.74
    • TCGplayer $14.31
  • Ponder

    Ponder

    Sorcery

    • Card Kingdom $4.99
    • Cardmarket €2.95
    • Mana Pool $2.61
    • TCGplayer $3.86
  • Preordain

    Preordain

    Sorcery

    • Cardmarket €1.05
    • Mana Pool $0.76
    • TCGplayer $0.84
  • Serum Visions

    Serum Visions

    Sorcery

    • Card Kingdom $1.99
    • Cardmarket €0.67
    • Mana Pool $0.61
    • TCGplayer $1.15
  • Slip Through Space

    Slip Through Space

    Sorcery

    • Card Kingdom $9.99
    • Cardmarket €3.16
    • Mana Pool $8.50
    • TCGplayer $13.29
  • Squee's Revenge

    Squee's Revenge

    Sorcery

    • Card Kingdom $1.29
    • Cardmarket €1.82
    • Mana Pool $0.63
    • TCGplayer $0.91
  • Vandalblast

    Vandalblast

    Sorcery

    • Card Kingdom $5.99
    • Cardmarket €2.44
    • Mana Pool $3.06
    • TCGplayer $5.70
  • Negate

    Negate

    Instant

    • Card Kingdom foil $1.29
    • Cardmarket foil €0.65
    • Mana Pool foil $0.67
    • TCGplayer foil $0.69
  • Chaos Warp

    Chaos Warp

    Instant

    • Card Kingdom $0.69
    • Cardmarket €0.60
    • Mana Pool $0.62
    • TCGplayer $0.68
  • Whir of Invention

    Whir of Invention

    Instant

    • Card Kingdom $8.99
    • Cardmarket €5.58
    • Mana Pool $5.03
    • TCGplayer $5.98
  • Counterspell

    Counterspell

    Instant

    • Card Kingdom $4.49
    • Cardmarket €2.82
    • Mana Pool $2.98
    • TCGplayer $3.01
  • Long-Term Plans

    Long-Term Plans

    Instant

    • Card Kingdom $5.49
    • Cardmarket €2.96
    • Mana Pool $4.98
    • TCGplayer $5.59
  • Muddle the Mixture

    Muddle the Mixture

    Instant

    • Card Kingdom $3.99
    • Cardmarket €2.04
    • Mana Pool $1.82
    • TCGplayer $2.47
  • Temur Battle Rage

    Temur Battle Rage

    Instant

    • Card Kingdom $0.79
    • Cardmarket €0.45
    • Mana Pool $0.37
    • TCGplayer $0.38
  • Krark's Thumb // Krark's Thumb

    Krark's Thumb // Krark's Thumb

    Legendary Artifact // Legendary Artifact

    • Card Kingdom foil $27.99
    • Cardmarket foil €20.31
    • Mana Pool foil $21.73
    • TCGplayer foil $26.35
  • Izzet Signet

    Izzet Signet

    Artifact

    • Card Kingdom foil $2.99
    • Cardmarket foil €1.80
    • Mana Pool foil $1.66
    • TCGplayer foil $2.55
  • Lightning Greaves

    Lightning Greaves

    Artifact — Equipment

    • Card Kingdom foil $7.49
    • Cardmarket foil €5.75
    • Mana Pool foil $5.21
    • TCGplayer foil $4.90
  • Mind Stone

    Mind Stone

    Artifact

    • Card Kingdom foil $1.79
    • Cardmarket foil €0.46
    • Mana Pool foil $0.32
    • TCGplayer foil $0.33
  • Swiftfoot Boots

    Swiftfoot Boots

    Artifact — Equipment

    • Card Kingdom $3.49 foil $5.49
    • Cardmarket €0.96 foil €3.00
    • Mana Pool $2.60 foil $2.91
    • TCGplayer $2.85 foil $3.46
  • Sword of Vengeance

    Sword of Vengeance

    Artifact — Equipment

    • Card Kingdom $1.99 foil $3.99
    • Cardmarket €0.61 foil €1.82
    • Mana Pool $1.22 foil $3.01
    • TCGplayer $1.81 foil $4.26
  • Thought Vessel

    Thought Vessel

    Artifact

    • Card Kingdom foil $5.49
    • Cardmarket foil €2.95
    • Mana Pool foil $2.88
    • TCGplayer foil $2.92
  • Whispersilk Cloak

    Whispersilk Cloak

    Artifact — Equipment

    • Card Kingdom foil $4.99
    • Cardmarket foil €3.66
    • Mana Pool foil $3.64
    • TCGplayer foil $4.36
  • Boompile

    Boompile

    Artifact

    • Card Kingdom $0.69
    • Cardmarket €0.70
    • Mana Pool $1.18
    • TCGplayer $1.49
  • Commander's Plate

    Commander's Plate

    Artifact — Equipment

    • Card Kingdom $49.99
    • Cardmarket €39.01
    • Mana Pool $41.68
    • TCGplayer $47.81
  • Embercleave

    Embercleave

    Legendary Artifact — Equipment

    • Card Kingdom $11.99
    • Cardmarket €7.77
    • Mana Pool $6.80
    • TCGplayer $11.02
  • Shadowspear

    Shadowspear

    Legendary Artifact — Equipment

    • Card Kingdom $44.99
    • Cardmarket €26.35
    • Mana Pool $33.71
    • TCGplayer $35.38
  • Arcane Signet

    Arcane Signet

    Artifact

    • Card Kingdom $1.49
    • Cardmarket €0.61
    • Mana Pool $0.85
    • TCGplayer $0.87
  • Crooked Scales

    Crooked Scales

    Artifact

    • Card Kingdom $0.49
    • Cardmarket €1.10
    • Mana Pool $0.91
    • TCGplayer $0.93
  • Sol Ring

    Sol Ring

    Artifact

    • Card Kingdom $2.79
    • Cardmarket €1.42
    • Mana Pool $1.86
    • TCGplayer $1.91
  • Talisman of Creativity

    Talisman of Creativity

    Artifact

    • Card Kingdom $2.99
    • Cardmarket €3.15
    • Mana Pool $3.16
    • TCGplayer $4.36
  • Propaganda // Propaganda

    Propaganda // Propaganda

    Enchantment // Enchantment

    • Card Kingdom foil $57.99
    • Cardmarket foil €36.76
    • Mana Pool foil $41.57
    • TCGplayer foil $41.88
  • Mirror March

    Mirror March

    Enchantment

    • Card Kingdom $2.99
    • Cardmarket €1.47
    • Mana Pool $1.82
    • TCGplayer $2.79
  • Chance Encounter

    Chance Encounter

    Enchantment

    • Cardmarket €0.46
    • Mana Pool $0.51
    • TCGplayer $0.96
  • Footfall Crater

    Footfall Crater

    Enchantment — Aura

    • Card Kingdom $0.49
    • Cardmarket €0.13
    • Mana Pool $0.15
    • TCGplayer $0.29
  • Impulsive Maneuvers

    Impulsive Maneuvers

    Enchantment

    • Cardmarket €2.93
    • Mana Pool $3.50
    • TCGplayer $5.00
  • Planar Chaos

    Planar Chaos

    Enchantment

    • Card Kingdom $3.99
    • Cardmarket €3.51
    • Mana Pool $3.89
    • TCGplayer $6.85
  • Risky Move

    Risky Move

    Enchantment

    • Card Kingdom $2.29
    • Cardmarket €1.53
    • Mana Pool $2.59
    • TCGplayer $3.90
  • Temple of Epiphany

    Temple of Epiphany

    Land

    • Card Kingdom foil $0.49
    • Cardmarket foil €0.50
    • Mana Pool foil $0.27
    • TCGplayer foil $0.40
  • Wandering Fumarole

    Wandering Fumarole

    Land

    • Card Kingdom foil $0.49
    • Cardmarket foil €0.51
    • Mana Pool foil $0.34
    • TCGplayer foil $0.38
  • Buried Ruin

    Buried Ruin

    Land

    • Card Kingdom foil $3.49
    • Cardmarket foil €2.06
    • Mana Pool foil $2.80
    • TCGplayer foil $3.91
  • Great Furnace

    Great Furnace

    Artifact Land

    • Card Kingdom $4.49 foil $14.99
    • Cardmarket €3.08 foil €13.25
    • Mana Pool $2.67 foil $7.81
    • TCGplayer $2.76 foil $8.93
  • Izzet Boilerworks

    Izzet Boilerworks

    Land

    • Card Kingdom foil $0.69
    • Cardmarket foil €0.34
    • Mana Pool foil $0.40
    • TCGplayer foil $0.40
  • Myriad Landscape

    Myriad Landscape

    Land

    • Cardmarket foil €1.05
    • Mana Pool foil $0.68
    • TCGplayer foil $0.77
  • Path of Ancestry

    Path of Ancestry

    Land

    • Card Kingdom foil $1.29
    • Cardmarket foil €0.51
    • Mana Pool foil $0.27
    • TCGplayer foil $0.36
  • Rogue's Passage

    Rogue's Passage

    Land

    • Card Kingdom foil $2.49
    • Cardmarket foil €2.18
    • Mana Pool foil $2.27
    • TCGplayer foil $2.51
  • Island

    Island

    7 in the box

    • Card Kingdom foil $0.49
    • Cardmarket foil €0.16
    • Mana Pool foil $0.15
    • TCGplayer foil $0.25
  • Mountain

    Mountain

    8 in the box

    • Card Kingdom foil $0.49
    • Cardmarket foil €0.14
    • Mana Pool foil $0.26
    • TCGplayer foil $0.22
  • Academy Ruins

    Academy Ruins

    Legendary Land

    • Card Kingdom $9.49
    • Cardmarket €4.75
    • Mana Pool $8.17
    • TCGplayer $9.81
  • Cascade Bluffs

    Cascade Bluffs

    Land

    • Card Kingdom $0.79
    • Cardmarket €0.79
    • Mana Pool $1.02
    • TCGplayer $1.13
  • Desolate Lighthouse

    Desolate Lighthouse

    Land

    • Card Kingdom $0.49
    • Cardmarket €0.22
    • Mana Pool $0.15
    • TCGplayer $0.35
  • Exotic Orchard

    Exotic Orchard

    Land

    • Card Kingdom $1.29
    • Cardmarket €0.46
    • Mana Pool $0.26
    • TCGplayer $0.35
  • Flamekin Village

    Flamekin Village

    Land

    • Card Kingdom $0.79
    • Cardmarket €0.74
    • Mana Pool $0.41
    • TCGplayer $0.69
  • Inventors' Fair

    Inventors' Fair

    Legendary Land

    • Card Kingdom $22.99
    • Cardmarket €15.31
    • Mana Pool $16.80
    • TCGplayer $18.21
  • Shivan Reef

    Shivan Reef

    Land

    • Card Kingdom $0.69
    • Cardmarket €0.36
    • Mana Pool $0.79
    • TCGplayer $0.95
  • Spinerock Knoll

    Spinerock Knoll

    Land

    • Card Kingdom $1.49
    • Cardmarket €1.05
    • Mana Pool $1.19
    • TCGplayer $2.27
  • Sulfur Falls

    Sulfur Falls

    Land

    • Card Kingdom $0.49
    • Cardmarket €0.33
    • Mana Pool $0.58
    • TCGplayer $1.46
  • Tolaria West

    Tolaria West

    Land

    • Card Kingdom $1.49
    • Cardmarket €1.88
    • Mana Pool $1.25
    • TCGplayer $1.33
  • Training Center

    Training Center

    Land

    • Card Kingdom $23.99
    • Cardmarket €21.29
    • Mana Pool $17.34
    • TCGplayer $19.00
  • Command Tower

    Command Tower

    Land

    • Card Kingdom $0.59
    • Cardmarket €0.37
    • Mana Pool $0.42
    • TCGplayer $0.43
  • Reliquary Tower

    Reliquary Tower

    Land

    • Card Kingdom $6.49
    • Cardmarket €4.14
    • Mana Pool $4.45
    • TCGplayer $4.57
  • Temple of the False God

    Temple of the False God

    Land

    • Card Kingdom $0.35
    • Cardmarket €0.27
    • Mana Pool $0.15
    • TCGplayer $0.36

Full Decklist: Heads I Win, Tails You Lose

Heads I Win, Tails You Lose is a ready-made 100-card Commander deck. These are all of its cards, with the commander that leads it first.

Mainboard

Rulings for the Cards on This Page

explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

208 rulings for 56 cards

Arcane Signet

Wizards of the Coast 10 Nov 2020

If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce {C}.

Wizards of the Coast 10 Nov 2020

If you have two commanders, the ability adds one mana of any color in their combined color identities.

Wizards of the Coast 10 Nov 2020

If you don't have a commander, Arcane Signet's ability produces no mana.

Blasphemous Act

Wizards of the Coast 10 Nov 2020

The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.

Wizards of the Coast 10 Nov 2020

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

Wizards of the Coast 10 Nov 2020

Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.

Wizards of the Coast 10 Nov 2020

Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.

Boompile

Wizards of the Coast 8 Nov 2016

You flip a coin as Boompile’s ability resolves. No player may take actions between seeing the result of the flip and all nonland permanents being destroyed.

Wizards of the Coast 8 Nov 2016

If you win the flip, Boompile is destroyed along with all the other nonland permanents.

Chance Encounter

Wizards of the Coast 1 Feb 2009

You can only win a coin flip if you are the player flipping the coin. Your opponent losing a flip does not count as you winning one.

Chandra's Ignition

Wizards of the Coast 22 Jun 2015

If the creature becomes an illegal target by the time Chandra's Ignition tries to resolve (perhaps because another player controls it or it's left the battlefield), Chandra's Ignition won't resolve and none of its effects will happen. No damage will be dealt.

Wizards of the Coast 22 Jun 2015

Use the power of the target creature as Chandra's Ignition resolves to determine how much damage it deals to each other creature and each opponent.

Wizards of the Coast 22 Jun 2015

The creature is the source of the damage, not Chandra's Ignition. For example, Chandra's Ignition can have a white creature deal damage to a creature with protection from red.

Chaos Warp

Wizards of the Coast 22 Sep 2011

The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.

Wizards of the Coast 22 Sep 2011

If the revealed card is not a permanent card, it remains on top of that library.

Wizards of the Coast 22 Sep 2011

If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.

Wizards of the Coast 22 Sep 2011

If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.

Wizards of the Coast 22 Sep 2011

A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.

Command Tower

Wizards of the Coast 10 Nov 2020

If you have two commanders, the ability adds one mana of any color in their combined color identities.

Wizards of the Coast 10 Nov 2020

If you don't have a commander, Command Tower's ability produces no mana.

Wizards of the Coast 10 Nov 2020

If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce {C}.

Commander's Plate

Wizards of the Coast 10 Nov 2020

If your commander is a card that has no colors in its color identity, Commander's Plate gives it protection from each color.

Wizards of the Coast 10 Nov 2020

If you have two commanders and attach Commander's Plate to one, it has protection from each color not in your two commanders' combined color identity.

Wizards of the Coast 10 Nov 2020

If you have no commander, Commander's Plate grants no protection abilities. The equipped creature still gets +3/+3.

Crooked Scales

Wizards of the Coast 4 Oct 2004

If you pay the {3}, you do not choose a new pair of targets when it repeats. This means that if you lose the flip, you have the choice of having your creature destroyed or paying {3} to try again to win the flip. If you lose again, you get the same choice, and so on. You can keep trying to destroy your opponent’s creature as long as you have mana to pay.

Wizards of the Coast 4 Oct 2004

You choose both targets on activation, so you can only activate this when you can legally choose both targets.

Daretti, Scrap Savant

Wizards of the Coast 7 Nov 2014

The ability of Daretti’s emblem will return the artifact card only if it’s still in your graveyard when the delayed triggered ability resolves at the beginning of the next end step. If the artifact card left your graveyard before that point (even if it was put back into your graveyard), the ability won’t return it to the battlefield.

Wizards of the Coast 7 Nov 2014

You may choose to discard zero cards as the first ability resolves. In that case, you won’t draw any cards.

Wizards of the Coast 7 Nov 2014

You choose which artifact to sacrifice as the second ability resolves. You must sacrifice an artifact if you control at least one at that time. For example, if you control two artifacts when you activate the second ability, but the artifact you intended to sacrifice is destroyed in response, you must sacrifice the other artifact as the ability resolves.

Embercleave

Wizards of the Coast 8 Nov 2024

Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to increase Embercleave's cost by removing attacking creatures you control.

Wizards of the Coast 8 Nov 2024

Embercleave's second ability can't reduce its cost below {R}{R}.

Wizards of the Coast 8 Nov 2024

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

Exotic Orchard

Wizards of the Coast 1 Feb 2009

Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.

Wizards of the Coast 1 Feb 2009

Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.

Wizards of the Coast 1 Feb 2009

When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.

Wizards of the Coast 1 Feb 2009

The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.

Wizards of the Coast 1 Feb 2009

Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.

Fiery Gambit

Wizards of the Coast 1 Dec 2004

You must choose a target creature when you cast Fiery Gambit. If that target isn’t legal on resolution, Fiery Gambit has no effect and you don’t even flip a coin.

Wizards of the Coast 1 Dec 2004

You can flip any number of coins (you can even flip more than three), but Fiery Gambit has no effect if you lose any of the flips. You can’t continue flipping if you lose a flip.

Wizards of the Coast 1 Dec 2004

After each flip, you choose whether to continue flipping.

Wizards of the Coast 1 Dec 2004

If you win three flips, Fiery Gambit deals 3 damage to the target creature and 6 damage to each opponent, and you draw nine cards and untap all lands you control.

Frenetic Sliver

Wizards of the Coast 1 Jul 2013

If the creature type of a Sliver changes so it’s no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Wizards of the Coast 1 Jul 2013

Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn’t provide any additional benefit.

Wizards of the Coast 1 Feb 2007

For any given Sliver, this ability can be activated numerous times in response to itself, but the end result is that only one coin will be flipped for that Sliver.

Gamble

Wizards of the Coast 8 Dec 2022

You might end up discarding the card you searched for. It's a gamble!

Goblin Engineer

Wizards of the Coast 19 Mar 2021

If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 19 Mar 2021

Because targets are chosen for activated abilities before costs (such as "Sacrifice an artifact") are paid, Goblin Engineer's second ability can't target the artifact that will be sacrificed to pay its cost.

Goblin Kaboomist

Wizards of the Coast 18 Jul 2014

The Land Mine tokens have the ability even if Goblin Kaboomist blows himself up or otherwise leaves the battlefield.

Wizards of the Coast 18 Jul 2014

You flip the coin after the Land Mine token is created, not after you sacrifice a Land Mine. The token is created even if you lose the flip.

Impulsive Maneuvers

Wizards of the Coast 4 Oct 2004

You flip a coin for each creature that attacks, not once per attack.

Inventors' Fair

Wizards of the Coast 19 Jan 2018

There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.

Wizards of the Coast 20 Sep 2016

No player may take actions in a turn before Inventors' Fair's triggered ability checks to see if it should trigger. If you don't control three or more artifacts, it won't trigger.

Wizards of the Coast 20 Sep 2016

When using Inventors' Fair's activated ability, the number of artifacts you control is checked only as you activate it. It's not checked again as the ability resolves.

Wizards of the Coast 20 Sep 2016

If you control three artifacts as the ability resolves, you gain 1 life. The artifacts you control as the ability resolves don't have to be the same ones you controlled as it triggered. If you don't control three artifacts at that time, you won't gain life.

Izzet Boilerworks

Wizards of the Coast 15 Apr 2013

If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.

Karplusan Minotaur

Wizards of the Coast 15 Jul 2006

The coin flip rules have changed. You now win or lose a flip only if *you* flipped the coin. If your opponent loses a flip, that no longer means that you win that flip. Only coin flips caused by cards that say “win” and/or “lose” anywhere on them have a winner or loser.

Wizards of the Coast 15 Jul 2006

When Karplusan Minotaur’s cumulative upkeep ability resolves, you either flip a number of coins equal to the number of age counters on it, or you sacrifice it. Once you start to flip, you can’t stop; you must continue until all flips are made. If you flip, you call heads or tails for each flip. Each time you’re right, the Minotaur’s second ability triggers. Each time you’re wrong, the Minotaur’s third ability triggers. The triggers wait until after you’re done flipping, then they all go on the stack in whatever order you choose. Each may have a different target.

Wizards of the Coast 15 Jul 2006

The Minotaur’s last two abilities will trigger whenever you win or lose any coin flip. For example, if you cast Stitch in Time, one of the Minotaur’s abilities will trigger.

Wizards of the Coast 15 Jul 2006

If a spell or ability uses a coin flip to determine what happens on a heads result versus a tails result, the flipping player doesn’t call “heads” or “tails.” Such flips have no winner or loser.

Krark, the Thumbless

Wizards of the Coast 10 Nov 2020

If you win the flip, the spell will be copied even if it doesn't require targets.

Wizards of the Coast 10 Nov 2020

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.

Wizards of the Coast 10 Nov 2020

If you win the flip, the copy will resolve before the original spell does.

Wizards of the Coast 10 Nov 2020

You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

Wizards of the Coast 10 Nov 2020

If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.

Wizards of the Coast 10 Nov 2020

If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.

Wizards of the Coast 10 Nov 2020

If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.

Wizards of the Coast 10 Nov 2020

If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.

Wizards of the Coast 10 Nov 2020

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.

Wizards of the Coast 10 Nov 2020

Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Wizards of the Coast 10 Nov 2020

If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).

Wizards of the Coast 10 Nov 2020

If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.

Krark's Thumb // Krark's Thumb

Wizards of the Coast 25 Jan 2019

If an effect tells you to flip more than one coin at once, this replaces each individual coin flip. For example, if an effect tells you to flip two coins, you don't flip four coins and ignore any two; you flip two coins, flip two coins, and then ignore one flip from each pair of flips. You will know the results of all simultaneous flips before choosing which to ignore.

Wizards of the Coast 4 Oct 2004

If you and your opponent both flip at the same time, you can see your opponent's result before choosing which result to keep.

Lightning Greaves

Wizards of the Coast 7 Aug 2020

If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.

Wizards of the Coast 7 Aug 2020

You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.

Long-Term Plans

Wizards of the Coast 4 Oct 2004

If there are fewer than 3 cards in your library, put the card on the bottom of your library.

Mirror March

Wizards of the Coast 25 Jan 2019

If the copied creature has {X} in its mana cost, X is 0.

Wizards of the Coast 25 Jan 2019

If the entering creature leaves the battlefield before Mirror March’s ability resolves, use that creature’s last known existence on the battlefield to determine the token’s characteristics.

Wizards of the Coast 25 Jan 2019

All of the tokens enter the battlefield at the same time.

Wizards of the Coast 25 Jan 2019

Each token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else; see below). It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.

Wizards of the Coast 25 Jan 2019

If the copied creature is copying something else, each token enters the battlefield as whatever that creature is copying.

Wizards of the Coast 25 Jan 2019

Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.

Mogg Assassin

Wizards of the Coast 4 Oct 2004

You and your opponent both pick the target creatures on announcing, which is before the coin is flipped. You pick first.

Myriad Landscape

Wizards of the Coast 16 Mar 2018

You can choose to find one basic land card with Myriad Landscape's last ability.

Negate

Wizards of the Coast 27 Jan 2026

A "creature spell" is any spell with the creature type, even if it has other types such as artifact or enchantment.

Niv-Mizzet, Parun

Wizards of the Coast 5 Oct 2018

Niv-Mizzet's second triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered. This causes its first triggered ability to trigger, and that also resolves before the spell.

Wizards of the Coast 5 Oct 2018

Players can cast spells and activate abilities after Niv-Mizzet's second triggered ability resolves but before the spell that caused it to trigger does. Notably, the card you draw may be able to counter that spell.

Wizards of the Coast 5 Oct 2018

If a spell or ability causes you to put cards into your hand without specifically using the word "draw," Niv-Mizzet's first triggered ability won't trigger.

Wizards of the Coast 5 Oct 2018

If an effect instructs you to draw multiple cards, Niv-Mizzet's first triggered ability triggers that many times. You choose targets for those abilities after you've drawn all of the cards.

Okaun, Eye of Chaos // Okaun, Eye of Chaos

Wizards of the Coast 13 Jul 2018

If an effect has a player flip a coin and refers to winning or losing a flip, only the player who flipped the coin wins or loses the flip. If that player loses the flip, nobody wins the flip.

Wizards of the Coast 8 Jun 2018

If a creature’s power is less than 0 when it’s doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. The same is true for its toughness. For example, if an effect has given Okaun -7/-0 so that its power and toughness are -4/3, doubling its power and toughness gives it -4/+3 and it’s -8/6 until end of turn.

Wizards of the Coast 8 Jun 2018

Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren’t included in the ability’s reminder text.

Wizards of the Coast 8 Jun 2018

Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both.

Wizards of the Coast 8 Jun 2018

To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding “partner with” abilities as the game begins. A creature with a “partner with” ability can’t partner with any creature other than its designated partner. Losing a partner ability during the game doesn’t cause either to cease to be your commander.

Wizards of the Coast 8 Jun 2018

The triggered ability of the “partner with” keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.

Wizards of the Coast 8 Jun 2018

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 8 Jun 2018

“Partner with [name]” represents two abilities. The first is a triggered ability: “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.”

Wizards of the Coast 8 Jun 2018

If an effect instructs you to “double” a creature’s power, that creature gets +X/+0, where X is its power. The same is true for its toughness.

Wizards of the Coast 8 Jun 2018

The second ability represented by the “partner with [name]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with [name]” is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.

Wizards of the Coast 8 Jun 2018

Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.

Wizards of the Coast 8 Jun 2018

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.

Wizards of the Coast 8 Jun 2018

If an effect has a player flip a coin but refers to whether the flip came up heads or tails, that flip has no winner or loser.

Path of Ancestry

Wizards of the Coast 28 Jul 2023

Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.

Wizards of the Coast 28 Jul 2023

If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.

Wizards of the Coast 10 Nov 2020

If you don't have a commander, Path of Ancestry's ability produces no mana.

Wizards of the Coast 10 Nov 2020

If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.

Wizards of the Coast 10 Nov 2020

If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.

Wizards of the Coast 10 Nov 2020

If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.

Wizards of the Coast 10 Nov 2020

If your commander has no creature types, it can't share a creature type with any spell that you cast.

Ponder

Wizards of the Coast 19 Mar 2021

If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.

Propaganda // Propaganda

Wizards of the Coast 1 Feb 2014

Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.

Wizards of the Coast 1 Feb 2007

In the Two-Headed Giant format, you still only have to pay once per creature.

Wizards of the Coast 4 Oct 2004

Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.

Wizards of the Coast 4 Oct 2004

If there are multiple attacks in a turn, then you have to pay for each attack.

Wizards of the Coast 4 Oct 2004

If there is more than one Propaganda on the battlefield, the cost is cumulative.

Wizards of the Coast 4 Oct 2004

The payment is made during the declare attackers step at the same time you are declaring the attacker.

Ral Zarek

Wizards of the Coast 12 Jan 2024

Ral Zarek's first ability can target any two permanents. It doesn't matter whether they're tapped or untapped. If the first target is tapped as the ability resolves, it will just stay tapped. Similarly, if the second target is untapped as the ability resolves, it will stay untapped.

Wizards of the Coast 12 Jan 2024

The five coins you flip for Ral Zarek's last ability aren't called, and no one wins or loses these flips. Abilities that care about a player winning or losing a coin flip won't consider these flips.

Reliquary Tower

Wizards of the Coast 1 Feb 2009

If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.

Reshape

Wizards of the Coast 7 Aug 2020

If a card in a player's library has {X} in its mana cost, X is considered to be 0 for that card.

Risky Move

Wizards of the Coast 4 Oct 2004

The change of control of creatures does not end at end of turn or even when this card leaves the battlefield.

Wizards of the Coast 4 Oct 2004

This card does not target any creatures or players.

Rogue's Passage

Wizards of the Coast 7 Dec 2018

Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.

Sakashima the Impostor

Wizards of the Coast 1 Jun 2005

If there is no creature on the battlefield or if you don't choose a creature as Sakashima enters, Sakashima remains a 3/1 Human Rogue.

Wizards of the Coast 1 Jun 2005

Sakashima doesn't get the return to hand ability unless a creature is copied as Sakashima enters. Sakashima can't copy itself because the choice is made as part of the event that puts it onto the battlefield, and whatever will be copied must already be on the battlefield.

Wizards of the Coast 1 Jun 2005

Sakashima must be on the battlefield at the end of turn in order to return to hand. If Sakashima leaves the battlefield after the ability is activated but before the at-end-of-turn ability resolves, the ability does nothing.

Seize the Day

Wizards of the Coast 19 Mar 2021

A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.

Wizards of the Coast 19 Mar 2021

To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

Wizards of the Coast 19 Mar 2021

You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.

Wizards of the Coast 19 Mar 2021

You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.

Wizards of the Coast 19 Mar 2021

"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."

Wizards of the Coast 19 Mar 2021

If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.

Wizards of the Coast 7 Dec 2018

If the target creature becomes an illegal target for Seize the Day, the spell doesn't resolve. There isn't an additional combat phase or main phase.

Wizards of the Coast 7 Dec 2018

Seize the Day can target a creature that's already untapped.

Wizards of the Coast 7 Dec 2018

If you somehow cast Seize the Day during an opponent's main phase, that opponent attacks during the resulting combat phase, since it's still that player's turn. If you somehow cast it not during a main phase at all, all that happens is you untap the target creature.

Shadowspear

Wizards of the Coast 24 Jan 2020

Because damage remains marked on a creature until the damage is removed as the turn ends, damage previously dealt to a creature with indestructible may cause it to be destroyed if Shadowspear's second ability resolves during that turn.

Wizards of the Coast 24 Jan 2020

You can activate Shadowspear's second ability whether or not it's equipped to a creature.

Wizards of the Coast 24 Jan 2020

If a permanent enters the battlefield under an opponent's control with hexproof or indestructible after Shadowspear's second ability resolves, it won't lose that ability unless you activate Shadowspear's second ability again. The same is true if an opponent's permanent gains indestructible or hexproof after Shadowspear's second ability resolves.

Shivan Reef

Wizards of the Coast 22 Jun 2015

Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.

Wizards of the Coast 22 Jun 2015

The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.

Spark Double

Wizards of the Coast 3 May 2019

If the copied permanent has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 3 May 2019

Spark Double isn’t legendary if it copies a legendary permanent, and this exception is copiable. If something else copies Spark Double later, that copy also won’t be legendary. If you control two or more permanents with the same name but only one is legendary, the “legend rule” doesn’t apply.

Wizards of the Coast 3 May 2019

If it copies a planeswalker, Spark Double enters with the appropriate number of loyalty counters as printed on the card plus one. If it copies a creature, Spark Double enters with a +1/+1 counter on it, plus any counters that will be put on it from abilities it copied and other abilities of other objects.

Wizards of the Coast 3 May 2019

If the copied permanent is affected by a type-changing effect, Spark Double may enter the battlefield with different permanent types than the copied permanent currently has. Use the characteristics of Spark Double as it enters the battlefield, not of the copied permanent, to determine whether it enters with an additional counter on it. Notably, if Spark Double copies a Gideon planeswalker that’s a creature because its loyalty ability caused it to become a planeswalker creature, Spark Double enters as a noncreature planeswalker and doesn’t get a +1/+1 counter. On the other hand, if Spark Double copies Gideon Blackblade during your turn, Spark Double enters as a planeswalker creature and gets both kinds of counters.

Wizards of the Coast 3 May 2019

Spark Double copies exactly what was printed on the original permanent (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.

Wizards of the Coast 3 May 2019

Any enters-the-battlefield abilities of the copied permanent will trigger when Spark Double enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the chosen permanent will also work.

Wizards of the Coast 3 May 2019

If Spark Double somehow enters the battlefield at the same time as another permanent, it can’t become a copy of that permanent. You may choose only a creature or planeswalker that’s already on the battlefield.

Wizards of the Coast 3 May 2019

If the chosen permanent is a token, Spark Double copies the original characteristics of that token as stated by the effect that created the token. Spark Double doesn’t become a token in this case.

Wizards of the Coast 3 May 2019

If the chosen permanent is copying something else (for example, if the chosen permanent is another Spark Double), then Spark Double enters the battlefield as whatever the chosen permanent copied.

Spinerock Knoll

Wizards of the Coast 29 Apr 2022

Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.

Wizards of the Coast 29 Apr 2022

Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.

Wizards of the Coast 29 Apr 2022

Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.

Wizards of the Coast 29 Apr 2022

"Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"

Wizards of the Coast 1 Oct 2007

It doesn't matter how the opponent was dealt damage or by whom, as long as the total damage is 7 or more. You don't specify an opponent when you activate the ability.

Wizards of the Coast 1 Oct 2007

You'll get to play the card even if Spinerock Knoll wasn't on the battlefield at the time some or all of the 7 damage was dealt.

Wizards of the Coast 1 Oct 2007

At the time the last ability resolves, you'll get to play the card if a player who is currently your opponent, or a player who was your opponent at the time they left the game, has been dealt 7 damage over the course of the turn.

Swiftfoot Boots

Wizards of the Coast 16 Mar 2018

If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.

Temur Battle Rage

Wizards of the Coast 28 Jul 2023

If an attacking creature with double strike and trample destroys all of its blocking creatures with first-strike combat damage, all of its normal combat damage is assigned to the player, planeswalker, or battle that creature's attacking.

Wizards of the Coast 19 Mar 2021

Temur Battle Rage checks whether you control a creature with power 4 or greater as it resolves. If you do, the target creature has trample until end of turn even if you no longer control a creature with power 4 or greater later in the turn.

The Locust God

Wizards of the Coast 14 Jul 2017

The “next end step” refers to the next end step that occurs, not the end step of the next turn. If this creature dies before a turn's end step (for example, during combat), it will be returned to its owner's hand at the beginning of that turn's end step.

Wizards of the Coast 14 Jul 2017

If a spell or ability causes you to put cards into your hand without specifically using the word “draw,” The Locust God's first triggered ability won't trigger.

Wizards of the Coast 14 Jul 2017

If this creature dies but leaves your graveyard before the next end step, it will remain in its new zone.

Tolaria West

Wizards of the Coast 19 Mar 2021

Cards with mana cost {X}, {X}{X}, or {X}{X}{X} have mana value 0.

Wizards of the Coast 19 Mar 2021

Cards with mana cost {0} (like Pact of Negation) and cards with no mana cost (like Ancestral Vision and Tolaria West itself) have mana value 0.

Training Center

Wizards of the Coast 10 Nov 2020

Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.

Wizards of the Coast 10 Nov 2020

If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.

Tribute Mage

Wizards of the Coast 14 Jun 2019

If a card in your library has X in its mana cost, X is considered to be 0.

Vandalblast

Wizards of the Coast 12 Jan 2024

If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.

Wizards of the Coast 12 Jan 2024

If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.

Wizards of the Coast 12 Jan 2024

Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.

Wizards of the Coast 12 Jan 2024

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

Wandering Fumarole

Wizards of the Coast 19 Mar 2021

Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.

Wizards of the Coast 19 Mar 2021

Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

Wizards of the Coast 19 Mar 2021

Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you target a 1/2 creature then give it +2/+0 later in the turn, it's a 2/3 creature, not a 4/1 creature.

Wizards of the Coast 22 Jan 2016

When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.

Wizards of the Coast 22 Jan 2016

A land that becomes a creature may be affected by “summoning sickness.” You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.

Wizards of the Coast 22 Jan 2016

This land is colorless until the last ability gives it colors.

Wizards of the Coast 22 Jan 2016

An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Wandering Fumarole has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 4/7 creature that's still a land.

Whir of Invention

Wizards of the Coast 9 Feb 2017

When using improvise to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you cast Whir of Invention (a spell with improvise and mana cost {X}{U}{U}{U}) and choose X to be 3, the total cost is {3}{U}{U}{U}. If you tap two artifacts, you'll have to pay {1}{U}{U}{U}.

Wizards of the Coast 9 Feb 2017

Tapping an artifact won't cause its abilities to stop applying unless those abilities say so.

Wizards of the Coast 9 Feb 2017

If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.

Wizards of the Coast 9 Feb 2017

Improvise can't pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell's total cost.

Wizards of the Coast 9 Feb 2017

When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated.

Wizards of the Coast 9 Feb 2017

Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.

Wizards of the Coast 9 Feb 2017

Improvise can't be used to pay for anything other than the cost of casting the spell. For example, it can't be used during the resolution of an ability that says "Counter target spell unless its controller pays {3}."

Wizards of the Coast 9 Feb 2017

Improvise doesn't change a spell's mana cost or mana value.

Wizards of the Coast 9 Feb 2017

Equipment attached to a creature doesn't become tapped when that creature becomes tapped, and tapping that Equipment doesn't cause the creature to become tapped.

Yusri, Fortune's Flame

Wizards of the Coast 18 Jun 2021

When you cast a spell without paying its mana cost, you may still pay additional costs. If any additional costs are required, you must pay them.

Wizards of the Coast 18 Jun 2021

If an effect allows you to cast a spell with {X} in its cost without paying its mana cost, you must choose 0 for the value of X.

Zndrsplt, Eye of Wisdom // Zndrsplt, Eye of Wisdom

Wizards of the Coast 13 Jul 2018

If an effect has a player flip a coin and refers to winning or losing a flip, only the player who flipped the coin wins or loses the flip. If that player loses the flip, nobody wins the flip.

Wizards of the Coast 8 Jun 2018

The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.

Wizards of the Coast 8 Jun 2018

"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."

Wizards of the Coast 8 Jun 2018

Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.

Wizards of the Coast 8 Jun 2018

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.

Wizards of the Coast 8 Jun 2018

To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 8 Jun 2018

The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.

Wizards of the Coast 8 Jun 2018

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 8 Jun 2018

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.

Wizards of the Coast 8 Jun 2018

Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.

Wizards of the Coast 8 Jun 2018

If an effect has a player flip a coin but refers to whether the flip came up heads or tails, that flip has no winner or loser.

Also Printed in Other Drops

Some of these cards came in other Secret Lair drops too, each with its own art.

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Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.

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