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Secret Lair Commander Deck: Odds and Ends

A ready-made 100-card deck led by Yennett, Cryptic Sovereign, with 12 cards in new foil art. It casts odd-cost spells for free.

Released 91 cards $149.99 at the Secret Lair store

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.

When It Was on Sale

What the Secret Lair store listed for each version, and when it sold out.

DropVersionPriceStatusOn SaleSold Out
Secret Lair Commander Deck: Odds and Ends $149.99 Sold out

Full Decklist: Odds and Ends

Secret Lair Commander Deck: Odds and Ends 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

317 rulings for 70 cards

Aboleth Spawn

Wizards of the Coast 10 Jun 2022

Triggered abilities use the words "when," "whenever," or "at." They're often written as "[Trigger condition],[effect]."

Wizards of the Coast 10 Jun 2022

The copy will have the same targets as the ability 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).

Wizards of the Coast 10 Jun 2022

Effects that modify how a creature enters the battlefield are not triggered abilities and are not affected by Aboleth Spawn's ability. These include (but aren't limited to) entering the battlefield as a copy of another permanent, entering the battlefield with counters, and entering the battlefield tapped.

Wizards of the Coast 10 Jun 2022

If the ability is modal (that is, it has a bulleted list of choices), the copy will have the same mode(s). You can't choose new ones.

Wizards of the Coast 10 Jun 2022

Aboleth Spawn's ability cares only about triggered abilities of the creature that's entering, not abilities of other permanents that trigger when that creature enters the battlefield.

Wizards of the Coast 10 Jun 2022

Aboleth Spawn's ability will always go on the stack on top of the entering creature's triggered ability that caused it to trigger. The copy it creates will be created on the stack on top of the entering creature's triggered ability and the copy will resolve before that ability.

Aeon Engine

Wizards of the Coast 23 Aug 2019

This effect reverses the turn order for players established at the beginning of the game. While the order is reversed, anything that cares about this order (such as determining in what order choices are made) will use the new order.

Wizards of the Coast 23 Aug 2019

If the game’s turn order is reversed again, it will return to the default order used at the beginning of the game.

Wizards of the Coast 23 Aug 2019

If the turn order is reversed during a two-player game, or during a multiplayer game that only has two players left, it has no noticeable effect on the game.

Wizards of the Coast 23 Aug 2019

If the turn order is reversed during an extra turn, the next non-extra turn will be taken by the next player in turn order from the last player who took a non-extra turn. The order of any pending extra turns isn’t affected.

Aminatou, the Fateshifter

Wizards of the Coast 13 Jul 2018

You draw a card and put one back all while Aminatou's first ability is resolving. Nothing can happen between the two, and no player may choose to take actions.

Wizards of the Coast 13 Jul 2018

The effect of Aminatou's third ability lasts indefinitely. It continues to apply after Aminatou (or her controller) leaves the game.

Wizards of the Coast 13 Jul 2018

Once the exiled permanent returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.

Wizards of the Coast 13 Jul 2018

As Aminatou's third ability resolves, you choose a direction, then each player takes control of their new permanents at the same time.

Wizards of the Coast 13 Jul 2018

In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. The effect of Aminatou's third ability stops applying to all permanents that player controlled and control of them reverts to their previous controller.

Wizards of the Coast 13 Jul 2018

Aminatou's second ability can target any permanent you own, including those another player controls.

Wizards of the Coast 13 Jul 2018

In a two-player game, each player gains control of each permanent the other controls (aside from Aminatou) no matter which direction you choose.

Wizards of the Coast 13 Jul 2018

If a token is exiled this way, it will cease to exist and won't return to the battlefield.

Approach of the Second Sun

Wizards of the Coast 14 Jul 2017

Approach of the Second Sun has no effect until it's resolving. If the second one you cast is countered, you won't win the game.

Wizards of the Coast 18 Apr 2017

A card that changes zones is considered a new object, so casting the same Approach of the Second Sun card on a later turn is “another spell” named Approach of the Second Sun.

Wizards of the Coast 18 Apr 2017

If you have fewer than six cards in your library, you'll put Approach of the Second Sun on the bottom of your library. Otherwise, you'll lift up the top six cards without looking at them and place Approach of the Second Sun just under them.

Wizards of the Coast 18 Apr 2017

The second Approach of the Second Sun that you cast must be cast from your hand, but first may have been cast from anywhere.

Wizards of the Coast 18 Apr 2017

A copy of a spell isn't cast, so it won't count as the first nor as the second Approach of the Second Sun.

Wizards of the Coast 18 Apr 2017

As your second Approach of the Second Sun resolves, it checks only whether the first one was cast, not whether the first one resolved. If your first Approach of the Second Sun was countered, you'll still win the game as your second one resolves.

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.

Brainstorm

Wizards of the Coast 16 Mar 2018

You draw three cards and put two cards back all while Brainstorm is resolving. Nothing can happen between the two, and no player may choose to take actions.

Breach the Multiverse

Wizards of the Coast 14 Apr 2023

The creatures you control will be Phyrexians until they leave the battlefield. Any of them that stops being a creature will also stop being a Phyrexian until it becomes a creature again, if applicable.

Wizards of the Coast 14 Apr 2023

The cards you choose can be ones that were just milled or ones that were already in the graveyard.

Breena, the Demagogue

Wizards of the Coast 16 Apr 2021

Breena's triggered ability will trigger even if you control no creatures.

Wizards of the Coast 16 Apr 2021

If the attacking player is one of your opponents and has less life than the player being attacked, then the condition is satisfied.

Wizards of the Coast 16 Apr 2021

You choose which creature to put +1/+1 counters on as the ability is resolving. Once you make the choice, no player may take actions until the counters are placed.

Caves of Koilos

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.

Chaos Wand

Wizards of the Coast 13 Jul 2018

If the exiled card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 13 Jul 2018

If the opponent exiles their entire library without exiling an instant or sorcery card, that player stops exiling cards, and the exiled cards are put into their library in a random order.

Wizards of the Coast 13 Jul 2018

The opponent stops exiling cards as soon as they exile any instant or sorcery card. You don't choose which card type to look for.

Wizards of the Coast 13 Jul 2018

If you don't cast the exiled instant or sorcery card, it's put on the bottom of that library with the other cards.

Wizards of the Coast 13 Jul 2018

If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Tormenting Voice, those must be paid to cast the card.

Wizards of the Coast 13 Jul 2018

If you wish to cast the exiled card, you must cast it while Chaos Wand's ability is resolving. You can't cast it later in the turn. A spell cast this way may be cast at a time you normally wouldn't be able to cast a spell of that type, but other restrictions (such as "Cast this spell only during combat") are enforced.

Claim Jumper

Wizards of the Coast 12 Apr 2024

For example, say you control three lands, one opponent controls four lands, and another opponent controls five lands. As Claim Jumper's ability resolves, at least one opponent controls more lands than you, so you search for a Plains card and put it onto the battlefield tapped. Now you control four lands, but there's still an opponent who controls more lands than you, so you repeat the process once, searching for another Plains. You end up controlling five lands (two tapped Plains plus your original three, which you probably tapped to cast Claim Jumper in the first place).

Wizards of the Coast 12 Apr 2024

When Claim Jumper enters the battlefield, its triggered ability will check to see if at least one opponent controls more lands than you. If none do, the ability won't trigger at all. If the ability does trigger, it will check again as it tries to resolve. If there's no longer an opponent that controls more lands than you, the ability won't do anything.

Coalition Relic

Wizards of the Coast 19 Mar 2021

If you remove multiple charge counters from Coalition Relic at once, you may add a different color of mana for each one.

Wizards of the Coast 19 Mar 2021

Only the first main phase each turn is considered a precombat main phase, even if additional main phases or combat phases are created.

Command Beacon

Wizards of the Coast 10 Nov 2020

If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.

Wizards of the Coast 10 Nov 2020

If your commander isn't in the command zone (or you don't have a commander) as the last ability resolves, nothing happens.

Wizards of the Coast 10 Nov 2020

If you cast a commander from your hand, the commander tax doesn't apply. Additionally, that casting won't add to commander tax if you later cast the commander from the command zone.

Wizards of the Coast 8 Nov 2016

If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.

Wizards of the Coast 4 Nov 2015

If your commander isn't in the command zone (or you're not playing Commander) as the last ability resolves, nothing happens.

Wizards of the Coast 4 Nov 2015

If you cast a commander from your hand, the additional cost based on the number of times you've cast it from your command zone (sometimes referred to as the "commander tax") doesn't apply. Additionally, that casting won't add to the tax if you later cast the commander from the command zone.

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 Sphere

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

Wizards of the Coast 10 Nov 2020

If you don't have a commander, Commander's Sphere's first ability produces no mana.

Dazzling Sphinx

Wizards of the Coast 16 Apr 2021

You may choose not to cast the instant or sorcery card that you exiled. In that case, it will be put on the bottom of the library with the rest of the exiled cards.

Wizards of the Coast 16 Apr 2021

Dazzling Sphinx's triggered ability lets you cast the exiled card during the resolution of the ability. It doesn't allow you to wait and cast the card later.

Wizards of the Coast 16 Apr 2021

If the exiled instant or sorcery card has an {X} in its mana cost, you must choose 0 as the value of {X}.

Doom Whisperer

Wizards of the Coast 12 Jan 2024

When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.

Wizards of the Coast 12 Jan 2024

You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.

Drowned Catacomb

Wizards of the Coast 1 Oct 2009

This checks for lands you control with the land type Island or Swamp, not for lands named Island or Swamp. The lands it checks for don't have to be basic lands. For example, if you control Blood Crypt (a nonbasic land with the land types Swamp and Mountain), Drowned Catacomb will enter untapped.

Wizards of the Coast 1 Oct 2009

As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).

Enigma Sphinx

Wizards of the Coast 18 Jun 2021

A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.

Wizards of the Coast 18 Jun 2021

If a spell with cascade is countered, the cascade ability will still resolve normally.

Wizards of the Coast 18 Jun 2021

When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.

Wizards of the Coast 18 Jun 2021

Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.

Wizards of the Coast 18 Jun 2021

The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.

Wizards of the Coast 18 Jun 2021

Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.

Wizards of the Coast 18 Jun 2021

If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.

Wizards of the Coast 18 Jun 2021

You exile the cards face up. All players will be able to see them.

Wizards of the Coast 18 Jun 2021

If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 1 May 2009

If you control an Enigma Sphinx that's owned by another player, it's put into that player's graveyard from the battlefield, so Enigma Sphinx's middle ability won't trigger.

Wizards of the Coast 1 May 2009

After Enigma Sphinx's middle ability triggers, if Enigma Sphinx is removed from your graveyard in response, it won't be put into your library.

Wizards of the Coast 1 May 2009

If you have zero or one card left in your library when Enigma Sphinx's middle ability resolves, Enigma Sphinx is put on the bottom of your library.

Esper Sentinel

Wizards of the Coast 18 Jun 2021

This ability checks Esper Sentinel's power when it resolves, not when the ability goes on the stack. If Esper Sentinel is no longer on the battlefield when it resolves, use the power it had the last time it was on the battlefield.

Wizards of the Coast 18 Jun 2021

If Esper Sentinel's has negative power when this ability resolves, then {X} is {0}. The opponent may still choose not to pay the cost if they want you to draw a card.

Wizards of the Coast 18 Jun 2021

If a noncreature spell was already cast by an opponent the turn Esper Sentinel enters the battlefield, that opponent already cast their first noncreature spell this turn, and Esper Sentinel's ability won't trigger for that opponent that turn.

Ethersworn Sphinx

Wizards of the Coast 18 Jun 2021

A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.

Wizards of the Coast 18 Jun 2021

If a spell with cascade is countered, the cascade ability will still resolve normally.

Wizards of the Coast 18 Jun 2021

When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.

Wizards of the Coast 18 Jun 2021

Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.

Wizards of the Coast 18 Jun 2021

The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.

Wizards of the Coast 18 Jun 2021

The cost reduction is set before you pay any of the spell's costs. Specifically, you could lock in a discount for an artifact you control and then sacrifice that artifact to activate a mana ability.

Wizards of the Coast 18 Jun 2021

Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.

Wizards of the Coast 18 Jun 2021

If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.

Wizards of the Coast 18 Jun 2021

You exile the cards face up. All players will be able to see them.

Wizards of the Coast 18 Jun 2021

If there are any additional costs or cost increases that would apply to Ethersworn Sphinx, apply those before applying any cost reductions.

Wizards of the Coast 18 Jun 2021

If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 18 Jun 2021

Affinity can reduce only the generic mana in a spell's total cost. It can't reduce colored mana requirements.

Exchange of Words

Wizards of the Coast 7 Oct 2022

If Exchange of Words has lost its own abilities (or perhaps its text box), the effect will still only end once it is no longer on the battlefield.

Wizards of the Coast 7 Oct 2022

Notably, ability stickers (and other granted abilities) aren’t part of the rules text that get exchanged. Any ability stickers on either of the two permanents continue to apply to the permanent they are on.

Wizards of the Coast 7 Oct 2022

Once the exchange has happened, either of the two creatures leaving the battlefield has no effect on the other creature’s text box. The exchange will only end once Exchange of Words is no longer on the battlefield. Similarly, further changes to either creature’s text box won’t change the other’s text box.

Wizards of the Coast 7 Oct 2022

Exchanging two creatures’ text boxes means that each one loses its rules text and replaces it with the rules text the other one had. In Un- games, this also means the text boxes themselves are exchanged, including the flavor text and watermarks in those text boxes. In both cases, this is a text-changing effect.

Wizards of the Coast 7 Oct 2022

If Exchange of Words leaves the battlefield before its enters-the-battlefield ability resolves, the text boxes are never exchanged. Neither creature is ever affected. The same is true if either of the two creatures becomes an illegal target before the enters-the-battlefield ability resolved.

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.

Extinction Event

Wizards of the Coast 17 Apr 2020

You choose odd or even while Extinction Event is resolving. Players can't take any actions between the time you make that choice and the time some creatures go extinct.

Wizards of the Coast 17 Apr 2020

The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.

Wizards of the Coast 17 Apr 2020

If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

Fabled Passage

Wizards of the Coast 23 Jun 2020

If you control four or more lands, the basic land doesn't enter untapped; it enters tapped and then you untap it.

Wizards of the Coast 23 Jun 2020

The land that you put onto the battlefield will be counted when determining whether you control four or more lands, but Fabled Passage will not.

Fatespinner

Wizards of the Coast 1 Dec 2004

If more than one Fatespinner affects you at the start of your upkeep, you can choose the same step or phase for each one.

Wizards of the Coast 1 Dec 2004

That opponent skips only the phases or steps that are chosen.

Wizards of the Coast 1 Dec 2004

If there are multiple phases with the same name in the turn, your opponent skips them all. This is true even if a new step or phase is added to the turn after the ability resolves.

Fractured Identity

Wizards of the Coast 25 Aug 2017

If the copied permanent is a token, the tokens created by Fractured Identity copy the original characteristics of that token as stated by the effect that put it onto the battlefield.

Wizards of the Coast 25 Aug 2017

If the exiled permanent was a commander, the tokens won't be commanders.

Wizards of the Coast 25 Aug 2017

The tokens copy exactly what was printed on the permanent and nothing else (unless that permanent was copying something else or was a token; see below). They don't copy whether that permanent was tapped or untapped, whether it had 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 Aug 2017

If the copied permanent was copying something else, the tokens enter the battlefield as whatever that permanent was copying.

Wizards of the Coast 25 Aug 2017

If the copied permanent had {X} in its mana cost, X is 0.

Wizards of the Coast 25 Aug 2017

Any enters-the-battlefield abilities of the copied permanent will trigger when the tokens enter the battlefield. Any "As [this permanent] enters the battlefield" or "[This permanent] enters the battlefield with" abilities of the copied permanent will also work.

Glacial Fortress

Wizards of the Coast 1 Oct 2009

This checks for lands you control with the land type Plains or Island, not for lands named Plains or Island. The lands it checks for don't have to be basic lands. For example, if you control Watery Grave (a nonbasic land with the land types Island and Swamp), Glacial Fortress will enter untapped.

Wizards of the Coast 1 Oct 2009

As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).

Imprisoned in the Moon

Wizards of the Coast 13 Jul 2016

Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.

Wizards of the Coast 13 Jul 2016

If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.

Wizards of the Coast 13 Jul 2016

If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for {W}, only for {C}.

Wizards of the Coast 13 Jul 2016

The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.

Wizards of the Coast 13 Jul 2016

At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.

Inniaz, the Gale Force

Wizards of the Coast 23 Jun 2020

In a two-player game, you exchange control of two permanents of your choice with your opponent.

Wizards of the Coast 23 Jun 2020

The control-change effect of Inniaz’s last ability lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Inniaz leaves the battlefield. In a multiplayer game, a player who leaves the game takes back their permanent and gives back the one they took.

Wizards of the Coast 23 Jun 2020

If any player controls no nonland permanents, the player to their left doesn’t gain control of anything.

Wizards of the Coast 23 Jun 2020

Inniaz’s ability resolves before blockers are chosen.

Wizards of the Coast 23 Jun 2020

Inniaz’s ability triggers just once, no matter how many creatures with flying attack beyond the third.

Wizards of the Coast 23 Jun 2020

If you give away a creature you control with flying that attacked, it’s removed from combat. It will still be tapped if it was tapped, so it won’t be able to block.

Wizards of the Coast 23 Jun 2020

In a Two-Headed Giant game, Inniaz’s ability ignores who’s on which team. The leftmost player on each team gains control of a teammate’s permanent, and the rightmost player gains one from the opposing team’s leftmost player. If your teammate gains control of an attacking creature this way, it’s still removed from combat.

Wizards of the Coast 23 Jun 2020

Inniaz’s ability resolves even if some or all of the attacking creatures lose flying or leave combat before it resolves.

Wizards of the Coast 23 Jun 2020

You choose the permanents to be blown over to other players while Inniaz’s ability is resolving. No player may take actions between the time you make the choices and the time control changes.

Jeskai Infiltrator

Wizards of the Coast 13 Jul 2018

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.

Wizards of the Coast 13 Jul 2018

At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect instructs you to do so.

Wizards of the Coast 13 Jul 2018

Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

Wizards of the Coast 13 Jul 2018

Because face-down creatures don't have a name, they can't have the same name as any other creature or share any creature types with any other creature, even another face-down creature.

Wizards of the Coast 13 Jul 2018

Some previous Magic sets feature double-faced cards, which have a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up. Although a double-faced card can enter the battlefield face down, one already on the battlefield can't be turned face down.

Wizards of the Coast 13 Jul 2018

There are no cards in this set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.

Wizards of the Coast 13 Jul 2018

The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.

Wizards of the Coast 13 Jul 2018

You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using a morph ability, and so on).

Wizards of the Coast 13 Jul 2018

The face-down characteristics of a permanent are copiable values. If another object becomes a copy of a face-down creature or if a token is created that's a copy of a face-down creature, that new object is a 2/2 colorless face-up creature with no abilities.

Wizards of the Coast 13 Jul 2018

If an effect tries to return a face-down creature to the battlefield after it leaves (such as Aminatou's second ability or Adarkar Valkyrie's delayed triggered ability), that effect returns the card face up. If it tries to put an instant or sorcery card onto the battlefield this way, that card remains in its current zone instead.

Wizards of the Coast 13 Jul 2018

If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

Wizards of the Coast 13 Jul 2018

Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.

Wizards of the Coast 13 Jul 2018

Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.

Wizards of the Coast 24 Nov 2014

Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.

Wizards of the Coast 24 Nov 2014

The pile is shuffled to disguise from your opponents which manifested creature is which. After you manifest the cards, you can look at them.

Wizards of the Coast 24 Nov 2014

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.

Wizards of the Coast 24 Nov 2014

Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

Wizards of the Coast 24 Nov 2014

You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).

Wizards of the Coast 24 Nov 2014

If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.

Wizards of the Coast 24 Nov 2014

At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.

Wizards of the Coast 24 Nov 2014

A card's owner is public information at all times. If the two cards you exile are owned by different players (perhaps because you gained control of a Jeskai Infiltrator owned by your opponent), which card is which is no longer hidden from your opponent. That player will know which face-down creature they own.

Wizards of the Coast 24 Nov 2014

If Jeskai Infiltrator isn't on the battlefield as its triggered ability resolves, you'll manifest just the top card of your library.

Wizards of the Coast 24 Nov 2014

The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.

Wizards of the Coast 24 Nov 2014

There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.

Wizards of the Coast 24 Nov 2014

Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.

Wizards of the Coast 24 Nov 2014

If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

Wizards of the Coast 24 Nov 2014

If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.

Wizards of the Coast 24 Nov 2014

Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.

Wizards of the Coast 24 Nov 2014

If you manifest a card owned by an opponent and you leave the game, that card is exiled.

Wizards of the Coast 24 Nov 2014

Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.

Leadership Vacuum

Wizards of the Coast 23 Aug 2019

The "commander tax" increases based on how many times a commander was cast from the command zone, not how many times it was put there as a result of Commander rules. The returned commander will cost more to cast again even though it was put directly into the command zone.

Wizards of the Coast 23 Aug 2019

You'll draw a card even if the target player controls no commanders as Leadership Vacuum resolves.

Wizards of the Coast 23 Aug 2019

Leadership Vacuum targets the player, not their creatures. A commander with hexproof or protection from blue may be returned this way.

Master of Predicaments

Wizards of the Coast 18 Apr 2017

If the card is a split card, its mana value is determined by the combined mana cost of its two halves. If the player guesses wrong and you cast a split card this way, you may cast either half (or both halves if the card has fuse), no matter what its mana value is.

Wizards of the Coast 18 Jul 2014

You cast the card in your hand as part of the resolution of the triggered ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other restrictions, such as "Cast [this card] only during combat," are not.

Wizards of the Coast 18 Jul 2014

If you cast a card "without paying its mana cost," you can't pay any alternative costs. Notably, you can't cast a card with bestow as an Aura this way. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.

Wizards of the Coast 18 Jul 2014

If you don't cast the card, either because the player guessed right or because you choose not to cast it, you don't have to reveal it. Your opponent won't know the reason you didn't cast the card.

Wizards of the Coast 18 Jul 2014

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

Wizards of the Coast 18 Jul 2014

Although you may choose a land card in your hand, you won't be able to play it even if the player guessed wrong.

Wizards of the Coast 18 Jul 2014

To choose a card in your hand, clearly separate it from the rest of your hand without revealing it.

Mirage Mirror

Wizards of the Coast 14 Jul 2017

If Mirage Mirror copies a permanent that's copying something else, it will become whatever the target is copying.

Wizards of the Coast 14 Jul 2017

If Mirage Mirror becomes a creature the same turn it enters the battlefield, you can't attack with it or use any of its {T} abilities (if it gains any) unless it has haste.

Wizards of the Coast 14 Jul 2017

If an effect begins to apply to Mirage Mirror before it becomes a copy of another permanent, that effect will continue to apply. For example, if Mirage Mirror is activated twice in response to itself targeting first Rampaging Hippo then Frilled Sandwalla, the ability it has while it's a copy of Frilled Sandwalla can be activated and its effect will continue to apply while Mirage Mirror is a copy of Rampaging Hippo.

Wizards of the Coast 14 Jul 2017

Once Mirage Mirror's ability resolves, it no longer has that ability.

Wizards of the Coast 14 Jul 2017

If Mirage Mirror becomes a copy of an Aura, it's put into its owner's graveyard unless it's somehow attached to an appropriate object or player already. If it becomes a copy of an Equipment and is attached to a creature, it'll become unattached when it becomes a non-Equipment artifact again.

Wizards of the Coast 14 Jul 2017

If you activate Mirage Mirror's ability multiple times in a turn in response to itself, then each time one of those abilities resolves, it will overwrite whatever Mirage Mirror is copying. Mirage Mirror will wind up as a copy of the permanent targeted by the last ability to resolve. When the turn ends, all instances of the ability will wear off at the same time.

Wizards of the Coast 14 Jul 2017

If Mirage Mirror becomes a copy of a legendary permanent you control, you'll put one of them into your graveyard.

Wizards of the Coast 14 Jul 2017

Mirage Mirror copies the printed values of the target permanent, plus any copy effects that have been applied to it. It won't copy counters on that permanent or effects that have changed its power, toughness, types, color, or so on. Notably, it won't copy effects that made the target permanent become a creature.

Misleading Signpost

Wizards of the Coast 1 Sep 2023

You may cast Misleading Signpost outside of a declare attackers step. If Misleading Signpost enters the battlefield outside of a declare attackers step, its ability simply doesn't trigger.

Wizards of the Coast 1 Sep 2023

If an ability targets something controlled by the "defending player" of an attacking creature and the defending player for that creature changes before that ability resolves, the ability won't resolve because its target has become illegal.

Wizards of the Coast 1 Sep 2023

If you reselect which player or permanent an attacking creature is attacking, that creature is still considered to have attacked the player or permanent as declared, but it is now attacking the new player or permanent.

Wizards of the Coast 1 Sep 2023

Reselecting which player or permanent a creature is attacking doesn't cause "whenever this creature attacks" abilities to trigger.

Wizards of the Coast 1 Sep 2023

Reselecting which player or permanent a creature is attacking ignores all requirements, restrictions, and costs associated with attacking.

Myriad Landscape

Wizards of the Coast 16 Mar 2018

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

Nadir Kraken

Wizards of the Coast 24 Jan 2020

You choose whether to pay {1} after drawing the card and seeing what it is. If you draw multiple cards, you see them all before deciding how many of the resulting triggers you'll pay {1} for.

Wizards of the Coast 24 Jan 2020

While resolving Nadir Kraken's ability, you can't pay {1} multiple times to create multiple Tentacles or to give it multiple +1/+1 counters.

Wizards of the Coast 24 Jan 2020

If Nadir Kraken leaves the battlefield after its ability has triggered, you can still pay {1} and get a Tentacle, even though you won't put a +1/+1 counter on Nadir Kraken.

Oubliette

Wizards of the Coast 7 Aug 2020

Each Aura and Equipment attached to a permanent that's phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters.

Wizards of the Coast 7 Aug 2020

Abilities that trigger when a creature becomes tapped won't trigger when the creature phases in tapped.

Wizards of the Coast 7 Aug 2020

Any one-shot effects that are waiting “until [this] leaves the battlefield,” such as that of Kitesail Freebooter, won't happen when a permanent phases out.

Wizards of the Coast 7 Aug 2020

Any continuous effects with a “for as long as” duration such as that of Awakener Druid ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.

Wizards of the Coast 7 Aug 2020

Choices made for permanents as they entered the battlefield are remembered when they phase in.

Wizards of the Coast 7 Aug 2020

A creature phased out by Oubliette doesn't phase in during its controller's untap step as normal. Rather, it phases in immediately after Oubliette leaves the battlefield.

Wizards of the Coast 7 Aug 2020

If Oubliette leaves the battlefield before its triggered ability resolves, the target creature won't be phased out or tapped.

Wizards of the Coast 7 Aug 2020

While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.

Wizards of the Coast 7 Aug 2020

Phasing out doesn't cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won't cause any “enters the battlefield” abilities to trigger.

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.

Planeswalker's Mischief

Wizards of the Coast 4 Oct 2004

When cast, the card goes to its owner’s graveyard after it resolves.

Wizards of the Coast 4 Oct 2004

If the opponent has no cards in hand, then the ability does nothing.

Wizards of the Coast 4 Oct 2004

If Planeswalker’s Mischief leaves the battlefield, any cards it exiled are still under the effect of the ability and can be cast (and if they are not cast, they are returned to the owner’s hand).

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.

Prairie Stream

Wizards of the Coast 25 Aug 2015

However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.

Wizards of the Coast 25 Aug 2015

Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.

Wizards of the Coast 25 Aug 2015

If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.

Profane Transfusion

Wizards of the Coast 10 Nov 2020

If a player can't gain life, that player can't exchange life totals with a player with a higher life total. Similarly, a player who can't lose life can't exchange life totals with a player with a lower life total.

Wizards of the Coast 10 Nov 2020

Use the difference between the life totals after the exchange to determine the size of the Horror token. Because replacement effects can modify the life gain and life loss, this number may be different from what it was before the exchange.

Wizards of the Coast 10 Nov 2020

When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's life total. For example, if one player has 10 life and the other has 17 life, the first player gains 7 life and the other one loses 7 life. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.

Promise of Loyalty

Wizards of the Coast 16 Apr 2021

If the vow counter is moved to another creature, it won't prevent the second creature from attacking normally.

Wizards of the Coast 16 Apr 2021

If the vow counter is removed from the creature, it can attack as normal.

Wizards of the Coast 16 Apr 2021

Each player, including you, must put a vow counter on a creature they control if able. They can't choose to opt out and sacrifice all of their creatures. The creature you put a vow counter on will remember its promise if another player gains control of it.

Psychic Battle

Wizards of the Coast 18 Apr 2017

The mana value of a split card is determined by the combined mana cost of its two halves.

Wizards of the Coast 4 Oct 2004

You can't change the number of targets, choose an illegal target, or make something get targeted more than once.

Wizards of the Coast 4 Oct 2004

An empty library will have no card to reveal, so a player with an empty library has no card to compare. The effect looks for the highest cost card of the cards that actually are revealed.

Wizards of the Coast 4 Oct 2004

You can change all, some, or none of the targets.

Rapid Hybridization

Wizards of the Coast 1 Jul 2013

If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.

Wizards of the Coast 24 Jan 2013

If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.

Reconnaissance

Wizards of the Coast 4 Oct 2004

Does not undo any effects which triggered on declaration of attackers or blockers.

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.

Sensei's Divining Top

Wizards of the Coast 8 Jun 2016

If Sensei's Divining Top leaves the battlefield while its second ability is on the stack, you'll draw a card and leave Sensei's Divining Top in the zone it's moved to.

Wizards of the Coast 8 Jun 2016

Sensei's Divining Top's second ability may be activated in response to its first ability. If so, you'll draw a card, put Sensei's Divining Top on top of your library, and then look at the top three cards and rearrange them.

Shadrix Silverquill

Wizards of the Coast 16 Apr 2021

You may choose exactly zero modes or two modes. You can't choose only one mode. If you choose two modes, you choose which two and the target players as you put the triggered ability on the stack.

Wizards of the Coast 16 Apr 2021

You can target a player with the third mode even if they control no creatures.

Shared Fate

Wizards of the Coast 1 Aug 2008

Each Shared Fate tracks only the cards it exiled. If the Shared Fate which was responsible for a card being exiled leaves the battlefield, putting another Shared Fate onto the battlefield will not allow you to play that card again.

Wizards of the Coast 1 Dec 2004

You need to pay the costs of any cards you play from the Exile zone. This could be a problem if you don't have the right colors of mana available.

Wizards of the Coast 1 Dec 2004

Replacing your draws isn't optional. You can't draw cards from your own library, even if all your opponents' libraries are empty.

Wizards of the Coast 1 Dec 2004

If more than one Shared Fate is on the battlefield, you choose which one replaces each card draw, but you can replace a draw only once.

Wizards of the Coast 1 Dec 2004

The cards are exiled, not put onto the players' hands. Players can look at and play the exiled cards, but can't do anything else with them (the exiled cards can't be discarded or cycled, for example).

Skyclave Apparition

Wizards of the Coast 25 Sep 2020

If Skyclave Apparition leaves the battlefield before its first ability resolves, the ability still exiles the target permanent.

Wizards of the Coast 25 Sep 2020

If there's no exiled card when Skyclave Apparition leaves the battlefield (most likely because its first ability hasn't resolved yet), no player creates a token.

Wizards of the Coast 25 Sep 2020

If Skyclave Apparition's first ability exiled more than one card owned by a single player, that player creates a token with power and toughness equal to the sum of those cards' mana values. If the first ability exiled cards owned by more than one player, each of those players creates a token with power and toughness equal to the sum of the mana values of all cards exiled by the first ability.

Wizards of the Coast 25 Sep 2020

If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

Skyclave Relic

Wizards of the Coast 8 Nov 2024

If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.

Wizards of the Coast 8 Nov 2024

If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.

Wizards of the Coast 8 Nov 2024

If a spell's kicker cost was paid, the spell is "kicked."

Wizards of the Coast 8 Nov 2024

If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.

Wizards of the Coast 8 Nov 2024

To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.

Wizards of the Coast 8 Nov 2024

The kicker ability doesn't let you pay a kicker cost more than once.

Space Beleren

Wizards of the Coast 7 Oct 2022

For the last two abilities, you choose the sector as the ability resolves.

Wizards of the Coast 7 Oct 2022

A creature can never be in more than one sector. If Space Beleren is on the battlefield, another Space Beleren coming under a player’s control won’t affect any creature’s sector assignment.

Wizards of the Coast 7 Oct 2022

Any time Space Beleren is on the battlefield, the battlefield is divided into three sectors: alpha, beta, and gamma. All creatures will be assigned to one of the three sectors.

Wizards of the Coast 7 Oct 2022

A creature that changes controllers maintains its sector assignment: its new controller can’t give it a new one.

Wizards of the Coast 7 Oct 2022

While Space Beleren is on the battlefield, any time there are creatures on the battlefield that aren’t assigned to a sector, those creatures are assigned to a sector by their controllers as a state-based action. First, all players who don’t control a Space Beleren (or another permanent with space sculptor, but come on) in turn order assign their creatures. Then all players who do control a Space Beleren in turn order assign their creatures.

Wizards of the Coast 7 Oct 2022

As soon as there are no permanents with space sculptor on the battlefield, all sector assignments are lost. Notably, this means that if Space Beleren’s +1 ability has been activated earlier in the turn, creatures are no longer restricted from blocking, so watch out! If another (or the same) Space Beleren returns to the battlefield, creatures on the battlefield at that time will once again be assigned to sectors, but their new sector assignments are not influenced by any previous sector assignments they may have had.

Wizards of the Coast 7 Oct 2022

The sectors are essentially designations that change how Space Beleren’s other abilities will affect creatures on the battlefield. The sectors have no other effect on gameplay. Specifically, unless Space Beleren’s first loyalty ability has been activated, sector assignments have no effect on combat. A creature in one sector can block an attacking creature in another sector.

Wizards of the Coast 7 Oct 2022

Sector assignment isn’t copiable. If a creature enters the battlefield as a copy of a creature in alpha sector, for example, its controller may assign it to any sector.

Sunken Hollow

Wizards of the Coast 25 Aug 2015

However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.

Wizards of the Coast 25 Aug 2015

Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.

Wizards of the Coast 25 Aug 2015

If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.

Swift Reconfiguration

Wizards of the Coast 18 Feb 2022

If Swift Reconfiguration becomes attached to a creature that is also a planeswalker, that permanent loses its planeswalker type. Its controller may still activate its loyalty abilities as normal, but it can't be attacked and damage dealt to it doesn't remove loyalty counters.

Wizards of the Coast 18 Feb 2022

If Swift Reconfiguration becomes attached to a creature that is also an Equipment, that permanent becomes a Vehicle and loses the Equipment subtype. If it is attached to a creature, it becomes unattached from that creature.

Wizards of the Coast 18 Feb 2022

The permanent keeps all of its abilities. Notably, if Swift Reconfiguration enchants a Vehicle, that Vehicle gains crew 5 in addition to any crew abilities it already had.

Wizards of the Coast 18 Feb 2022

If the enchanted permanent was attacking or blocking (or being attacked if it's a planeswalker) when Swift Reconfiguration becomes attached to it, that permanent is removed from combat.

Swords to Plowshares

Wizards of the Coast 8 Dec 2022

Use the power of the creature from when it was last on the battlefield to determine how much life is gained.

Temple of Deceit

Wizards of the Coast 15 Sep 2013

When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.

Wizards of the Coast 15 Sep 2013

Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.

Wizards of the Coast 15 Sep 2013

You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.

Wizards of the Coast 15 Sep 2013

You choose how to order cards returned to your library after scrying no matter where you put them.

Temple of Enlightenment

Wizards of the Coast 15 Sep 2013

When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.

Wizards of the Coast 15 Sep 2013

Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.

Wizards of the Coast 15 Sep 2013

You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.

Wizards of the Coast 15 Sep 2013

You choose how to order cards returned to your library after scrying no matter where you put them.

Temple of Silence

Wizards of the Coast 15 Sep 2013

When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.

Wizards of the Coast 15 Sep 2013

Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.

Wizards of the Coast 15 Sep 2013

You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.

Wizards of the Coast 15 Sep 2013

You choose how to order cards returned to your library after scrying no matter where you put them.

Thief of Sanity

Wizards of the Coast 5 Oct 2018

Thief of Sanity's effect doesn't change when you can cast the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty.

Wizards of the Coast 5 Oct 2018

Casting an exiled card causes it to leave exile. You can't cast it multiple times.

Wizards of the Coast 5 Oct 2018

In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Thief of Sanity's effect are exiled, and any of the face-down exiled cards remain face down indefinitely. No player may look at them.

Wizards of the Coast 5 Oct 2018

An effect that instructs you to "cast" a card doesn't allow you to play lands.

Wizards of the Coast 5 Oct 2018

You can still cast the exiled card if Thief of Sanity leaves the battlefield or leaves your control. If another player gains control of Thief of Sanity, that player can't cast the exiled card.

Time Stop

Wizards of the Coast 15 Jul 2007

Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes Time Stop, though it will continue to resolve. It also includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.

Wizards of the Coast 15 Jul 2007

If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.

Wizards of the Coast 1 Dec 2004

Unless Time Stop is cast during the Ending phase, any "at the beginning of the end step"-triggered abilities don't get the chance to trigger on the turn Time Stop is cast. These abilities will trigger at the beginning of the next end step.

Wizards of the Coast 1 Dec 2004

Exiling a spell or ability prevents that spell or ability from resolving, but it doesn't technically "counter" anything. This means that Time Stop can exile spells and abilities that "can't be countered."

Toxrill, the Corrosive

Wizards of the Coast 19 Nov 2021

Toxrill's third ability triggers when a creature an opponent controls with a slime counter on it dies for any reason, not just due to its toughness being decreased by Toxrill's second ability.

Wizards of the Coast 19 Nov 2021

Toxrill. the Corrosive's second and third abilities apply to all creatures you don't control with slime counters, even if those slime counters came from a source other than Toxrill's first ability.

Wizards of the Coast 19 Nov 2021

Another card, Sludge Monster, causes non-Horror creatures with slime counters on them to lose all abilities and have base power and toughness 2/2. If you control both Toxrill and Sludge Monster, those non-Horror creatures are 2/2 creatures with no abilities that also get -1/-1 for each slime counter.

Vega, the Watcher

Wizards of the Coast 5 Feb 2021

Vega’s ability will resolve before the spell that caused it to trigger. It will resolve even if that spell is countered.

Venser's Journal

Wizards of the Coast 1 Jan 2011

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 Venser's Journal 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.

Vesuvan Drifter

Wizards of the Coast 12 May 2023

Vesuvan Drifter lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.

Wizards of the Coast 12 May 2023

Any non-copy effect that began to apply to Vesuvan Drifter before it became a copy of a creature card will continue to apply to it after it becomes a copy. Auras and Equipment attached to Vesuvan Drifter will continue to work, as well as counters that change its power and toughness.

Wizards of the Coast 12 May 2023

Vesuvan Drifter copies exactly what was printed on the original creature card and nothing else, except it has flying.

Wizards of the Coast 12 May 2023

If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.

Wizards of the Coast 12 May 2023

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

Wizards of the Coast 12 May 2023

Notably, while Vesuvan Drifter is a copy of another card, it doesn't have its own abilities. You won't be able to look at the top card of your library unless another effect allows you to do so.

Virtue of Persistence // Locthwain Scorn

Wizards of the Coast 1 Sep 2023

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

Wizards of the Coast 1 Sep 2023

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

Wizards of the Coast 1 Sep 2023

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library.") and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

Wizards of the Coast 1 Sep 2023

You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

Wizards of the Coast 1 Sep 2023

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

Wizards of the Coast 1 Sep 2023

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").

Wizards of the Coast 1 Sep 2023

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

Wizards of the Coast 1 Sep 2023

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 1 Sep 2023

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

Wizards of the Coast 1 Sep 2023

An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

Wizards of the Coast 1 Sep 2023

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

Wizards of the Coast 1 Sep 2023

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

Void Winnower

Wizards of the Coast 25 Aug 2015

Effects that increase or reduce the cost to cast a spell don't affect that spell's mana value.

Wizards of the Coast 25 Aug 2015

For creatures on the battlefield with {X} in their mana costs, the value for X is 0. Mistcutter Hydra (a creature with mana cost {X}{G}) could block, but Endless One could not.

Wizards of the Coast 25 Aug 2015

For spells with {X} in their mana costs, use the value chosen for X to determine if the spell's mana value is even or not. For example, your opponent could cast Endless One (with mana cost {X}) with X equal to 5, but not with X equal to 6.

Wizards of the Coast 25 Aug 2015

The mana value of a face-down creature spell or a face-down creature is 0. Void Winnower will stop face-down creature spells from being cast and face-down creatures from blocking.

Wizards of the Coast 25 Aug 2015

Yes, your opponent can't even. We know.

Yavimaya, Cradle of Growth

Wizards of the Coast 18 Jun 2021

Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.

Wizards of the Coast 18 Jun 2021

Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.

Wizards of the Coast 18 Jun 2021

Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.

Yennett, Cryptic Sovereign

Wizards of the Coast 13 Jul 2018

Because all attackers are chosen at once, a spell cast this way can't affect which creatures you can attack with, but it can affect which creatures will be able to block.

Wizards of the Coast 13 Jul 2018

If a spell has {X} in its mana cost, you must choose 0 as the value of X if you cast it without paying its mana cost.

Wizards of the Coast 13 Jul 2018

If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as evoke costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Tormenting Voice, those must be paid to cast it.

Wizards of the Coast 13 Jul 2018

If you wish to cast the revealed card without paying its mana cost, you must cast it while Yennett's triggered ability is resolving; you can't cast for free it later in the turn.

Wizards of the Coast 13 Jul 2018

If the revealed card doesn't have an odd mana value or if that card does but you choose not to cast it, you draw a card. Keep in mind that revealing a card doesn't cause it to change zones. This means that the card you draw will be the card you revealed.

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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