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1  Vintage Community Discussion / General Community Discussion / Panda Internet Security Suite free - only today (october 22nd) on: October 22, 2009, 03:39:02 am
http://us.pandasecurity.com/windows7party/index.html

Not a bad security suite at all to get for free.

It appears kaspersky has a similar offer, but I do not see it active yet:

http://usa.kaspersky.com/shakeitup/
2  Vintage Community Discussion / General Community Discussion / Re: The Thread for eBay and Magic information on Fakes, frauds, and scams on: October 06, 2009, 02:39:55 am
I bought an Ancestral and Jet on eBay two years ago and they were fake. I got the money back. They looked pretty good, but failed the light test. The owner played with them for a long time and never suspected anything.

Fake ones on the right.

EDIT: cut out the pictures and includes link. Pictures are wayyyyyy to big for this forum.

Jet

Ancestral
3  Vintage Community Discussion / Rules Q&A / Re: Lim-Dûl's Paladin's Trigger(s) on: October 01, 2009, 08:55:16 am
509.4d An ability that reads “Whenever [this creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the named creature. It will also trigger if an effect causes a creature to block the attacking creature, even if it had already been blocked that combat. It won’t trigger if the creature becomes blocked by an effect rather than a creature.

Watch out and see the difference in wording of both abilities.

Lim-Dûl's Paladin
Creature — Human Knight (0/3)
Trample
At the beginning of your upkeep, sacrifice Lim-Dûl's Paladin unless you discard a card. If you sacrifice it this way, draw a card.
Whenever Lim-Dûl's Paladin becomes blocked, it gets +6/+3 until end of turn.
Whenever Lim-Dûl's Paladin attacks and isn't blocked, it assigns no combat damage this turn and defending player loses 4 life.

So Lim-Dûl's Paladin´s ability is an effect of the 509.4c type, as indicated by Yare.
4  Vintage Community Discussion / Rules Q&A / Re: Crumbling Sanctuary and Viashino Heretic on: October 01, 2009, 08:46:53 am
You remove 5 cards. The destruction and the damage is a simultaneous effect and occur when the Sanctuary is still in play.
5  Vintage Community Discussion / General Community Discussion / Bye bye all on: April 24, 2007, 09:50:29 am
So, yes, another one bits the dust. It´s been fun. I played MtG since Urza´s and been a member on TMD for more than 3 years.

But now, being father of 3 and few time to dedicate to Magic means my performance/interest have gone down in such a way that I can´t play Magic competitively anymore. And if I can´t play competitively, I´d rather not play at all. Because I always play whatever-I-play to WIN.

Also I´ve found a new hobby: Poker. Playing Texas Hold´em thru the www can be quite lucrative. It´s a game with more depth than I expected. A game of patience, statistics & probabilities. I´ve found out in three months that I´m a whole lot better at that than the average www-player and I gladly take their money. Also there are excellent ways to make free money out of the bonus systems of poker websites. If there are fellow poker players on TMD that are interested in making free money, feel free to drop me a PM (if you´re a US citizen, your possibilities are limited though) and maybe I can help you out.

For those that stick to Magic: good luck!

See ya

Gaby
6  Vintage Community Discussion / Non-Vintage / Re: Top 8 Nijmegen (The Netherlands) 14/01 on: January 16, 2007, 10:53:59 am
I have lived 32 years in Nijmegen and know none of these dudes :p

NEC huphuphup!
7  Vintage Community Discussion / Casual Forum / Re: Peasant tournament on: December 19, 2006, 04:29:58 pm
I suppose you mean Relentless Rats
8  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Pitchlong wins LCV2 in Barcelona and takes a Lotus on: December 19, 2006, 11:09:04 am
Narcis Mir played Gifts
9  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Pitchlong wins LCV2 in Barcelona and takes a Lotus on: December 19, 2006, 02:38:10 am
I´ll probably get a deck breakdown soon. gRR!! is very effective at those things.

The Bombermans and Intuitives were there, but didn´t make it. Neither did the Slavers, UBA Stacks, Affinity, Trinket-Mask and Rector Tendrils that I saw. There were at least two more gifts as well. The ones I lost to Sad
10  Eternal Formats / Global Vintage Tournament Reports and Results / Pitchlong wins LCV2 in Barcelona and takes a Lotus on: December 18, 2006, 03:08:25 pm
This weekend was the final of the Catalan Vintage Leage. The 35 best players after 11 monthly tourneys fought out who would be the Catalan Vintage Champion.

No entry fees, Lotus for first and a Twister for the runner up.

After the smoke cleared up, the last man standing was LOGAN (Jaume Bonet) with Pitchlong.
Congratulations to him and the second Lotus that he grabs in two months with this deck.

Congratulations also to Jorge "Painass" Pinazo with his original Swordsless UW Fish invention, especially cooked up for the meta that was to be expected in this final (lotsa Drains and workshops, few aggro).

I managed a 4-2 with UW Fish, but missed T8 by a mile because of terrible, terrible tiebreakers.

T8-decks (Props to gRR!!):

1st/ Jaume Bonet amb Pitch Long

Maindeck:
1 Bloodstained Mire
1 Flooded Strand
1 Island
3 Polluted Delta
1 Swamp
1 Tolarian Academy
3 Underground Sea
1 Ancestral Recall
1 Black Lotus
4 Brainstorm
4 Cabal Ritual
1 Chain of Vapor
4 Dark Ritual
1 Demonic Tutor
4 Force of Will
3 Grim Tutor
1 Hurkyl’s Recall
1 Imperial Seal
1 Infernal Contract
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mind’s Desire
2 Misdirection
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mystical Tutor
1 Necropotence
1 Sol Ring
2 Tendrils of Agony
1 Time Walk
1 Timetwister
1 Tinker
1 Vampiric Tutor
1 Yawgmoth’s Bargain
1 Yawgmoth’s Will

Sideboard:
1 Bayou
1 Darksteel Colossus
2 Elvish Spirit Guide
1 Sundering Titan
3 Xantid Swarm
3 Duress
1 Hurkyl’s Recall
1 Rebuild
2 Tormod’s Crypt

2nd/ Jorge Pinazo amb U/W Fish

Maindeck:
2 Flagstones of Trokair
3 Flooded Strand
1 Karakas
3 Polluted Delta
1 Strip Mine
4 Tundra
4 Wasteland
3 Icatian Javelineers
3 Jotun Grunt
2 Kataki, War’s Wage
4 Meddling Mage
3 Ninja of the Deep Hours
1 Rootwater Thief
3 Stormscape Apprentice
2 True Believer
1 Ancestral Recall
1 Black Lotus
4 Brainstorm
1 Crucible of Worlds
4 Daze
4 Force of Will
1 Mox Pearl
1 Mox Sapphire
3 Null Rod
1 Time Walk

Sideboard:
2 Children of Korlis
2 Energy Flux
2 Misdirection
2 Sacred Ground
1 Sword of Fire and Ice
2 Swords to Plowshares
2 Tormod’s Crypt
2 Umezawa’s Jitte

Top 4/ Rubén Lanzaco amb "K te pego leches!!!" aka U/R Stacks

Maindeck:
1 Barbarian Ring
1 Flooded Strand
1 Island
4 Mishra’s Workshop
2 Polluted Delta
1 Strip Mine
1 Tolarian Academy
4 Volcanic Island
3 Wasteland
4 Goblin Welder
3 Juggernaut
2 Razormane Masticore
1 Sundering Titan
1 Ancestral Recall
1 Black Lotus
3 Chalice of the Void
4 Crucible of Worlds
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Null Rod
3 Smokestack
1 Sol Ring
4 Tangle Wire
3 Thirst for Knowledge
1 Time Walk
1 Tinker
1 Trinisphere

Sideboard:
1 Platinum Angel
2 Triskelion
3 Defense Grid
3 In the Eye of Chaos
3 Lava Dart
2 Rack and Ruin
1 Shattering Spree

Top 4/ Víctor Giménez amb R/W Goblins

Maindeck:
3 Bloodstained Mire
3 Mishra’s Factory
3 Mountain
4 Plateau
1 Strip Mine
3 Wasteland
3 Wooded Foothills
4 Goblin Lackey
4 Goblin Piledriver
3 Goblin Warchief
3 Goblin Welder
3 Grim Lavamancer
4 Mogg Fanatic
4 Mogg Flunkies
1 Black Lotus
1 Disenchant
1 Mox Pearl
1 Mox Ruby
3 Null Rod
1 Pyroblast
2 Red Elemental Blast
2 Seal of Cleansing
3 Swords to Plowshares

Sideboard:
2 Disenchant
3 Goblin Bombardment
2 Pyroblast
4 Pyrostatic Pillar
1 Seal of Cleansing
3 Tormod’s Crypt

Top 8/ Jordi Monrabà amb Pitch Long

Maindeck:
1 Bloodstained Mire
1 Island
4 Polluted Delta
2 Swamp
1 Tolarian Academy
2 Underground Sea
1 Ancestral Recall
1 Black Lotus
4 Brainstorm
3 Cabal Ritual
1 Chain of Vapor
4 Dark Ritual
1 Demonic Tutor
4 Force of Will
3 Grim Tutor
1 Imperial Seal
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mind’s Desire
3 Misdirection
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mystical Tutor
1 Necropotence
1 Rebuild
2 Shadow of Doubt
1 Sol Ring
2 Tendrils of Agony
1 Timetwister
1 Tinker
1 Vampiric Tutor
1 Yawgmoth’s Bargain
1 Yawgmoth’s Will

Sideboard:
1 Island
1 Volcanic Island
3 Dark Confidant
3 Duress
2 Echoing Truth
2 Hurkyl’s Recall
3 Pyroblast

Top 8/ Ricard Tuduri amb U/W Fish

Maindeck:
4 Flooded Strand
2 Island
1 Karakas
4 Mishra’s Factory
1 Plains
1 Polluted Delta
1 Strip Mine
4 Tundra
1 Underground Sea
4 Wasteland
2 Flying Men
2 Isamaru, Hound of Konda
2 Kataki, War’s Wage
4 Meddling Mage
4 Ninja of the Deep Hours
2 Stormscape Apprentice
3 Annul
2 Curiosity
3 Daze
4 Force of Will
1 Lotus Petal
3 Null Rod
4 Swords to Plowshares
1 Time Walk

Sideboard:
2 Disenchant
2 Energy Flux
3 Hydroblast
2 Pithing Needle
2 Rule of Law
1 Sacred Ground
1 Stifle
2 Umezawa’s Jitte

Top 8/ Sergi Garcés amb Heineken Gifts

Maindeck:
3 Flooded Strand
4 Island
2 Polluted Delta
1 Snow-Covered Island
1 Strip Mine
1 Tolarian Academy
1 Tropical Island
2 Underground Sea
1 Wasteland
1 Darksteel Colossus
1 Sundering Titan
1 Ancestral Recall
1 Black Lotus
4 Brainstorm
1 Crucible of Worlds
1 Demonic Tutor
1 Echoing Truth
2 Engineered Explosives
4 Force of Will
2 Gifts Ungiven
1 Mana Crypt
4 Mana Drain
3 Merchant Scroll
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mystical Tutor
1 Rebuild
1 Regrowth
1 Sol Ring
3 Thirst for Knowledge
1 Time Walk
1 Tinker
1 Tormod’s Crypt
1 Vampiric Tutor
1 Yawgmoth’s Will

Sideboard:
3 Dark Confidant
1 Silent Arbiter
1 Darkblast
3 Duress
2 Energy Flux
1 Hurkyl’s Recall
1 Misdirection
1 Tendrils of Agony
2 Tormod’s Crypt

Top 8/ David Pla amb U/R Stacks

Maindeck:
1 Bloodstained Mire
1 Flooded Strand
4 Mishra’s Workshop
1 Strip Mine
1 Tolarian Academy
4 Volcanic Island
4 Wasteland
1 Wooded Foothills
4 Goblin Welder
1 Sundering Titan
1 Triskelion
1 Ancestral Recall
1 Black Lotus
4 Chalice of the Void
4 Crucible of Worlds
2 Engineered Explosives
2 In the Eye of Chaos
1 Mana Crypt
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mystical Tutor
3 Serum Powder
4 Smokestack
1 Sol Ring
4 Tangle Wire
1 Time Walk
1 Tinker
1 Trinisphere

Sideboard:
3 Viashino Heretic
2 Goblin Bombardment
1 Hydroblast
1 In the Eye of Chaos
1 Lava Dart
1 Pyroblast
2 Pyroclasm
1 Rack and Ruin
1 Red Elemental Blast
2 Sphere of Resistance
11  Eternal Formats / Miscellaneous / Re: UW FISH: Teh Primer! on: December 18, 2006, 08:00:51 am
There's a ton of talk on Trickbind right now, but I'm still not sold on it.  You want a better hate card against gifts that costs 2 mana?  Shadow of Doubt.
Yesterday I ran UW Fish to lose two matches vs Gifts and going 4-2 overall.

I had 2 trickbind, 3 Chant and 2 Spell Snare to side in. Unfortunately I didn´t draw Chant/Trickbind but the spell snare treated me well. Rather than a 2-mana card I´d prefer a 1-mana card that works vs Gifts. Mana Drain, Scroll, F/I, Wish, Recoup, Walk, Demonic, Pyroclasm are all countered by the little unmisdirectable spell. Have you tried it?

I one game my opponent played Gifts with Drain backup, I had just two mana open, but could ancestral, he drained, I Spell Snared the Drain, drew 3, found fow and countered his Gifts. I lost anyway because he made a couple good topdecks, but without Spell Snare this game would have been lost turn 2.
12  Eternal Formats / Miscellaneous / Re: [Deck/Primer] Dread Return Ichorid - aka Cookie Monster on: December 15, 2006, 09:52:24 am
Instead of "tapping" stuff that is in my graveyard, I keep my graveyard apart from the cards I dredged (having two graveyards so to speak) and after all the dredging we can easily see which ichorids and shadows are allowed to come into play. Before I draw I put the two piles together to form my GY.
13  Vintage Community Discussion / General Community Discussion / The complete guide to buying Magic cards on eBay on: December 05, 2006, 02:59:31 am
I wrote down some rules that might help the potential buyer on eBay. I hope you find it helpful. Feel free to add something that I might have forgotten.

1) Get yourself a (premium) Paypal account.
Paypal is the most widely accepted payment method and it is free for the buyer, so no need not to have an account.

2) Check previously ended items on eBay
If you want to buy something, make sure you know what its marketvalue is. Do a search for the item and use tick the "completed items" tickbox, to see the items that have been sold lately on eBay.

3) Get yourself some sniping software.
Never ever actually make a serious bid on an item, so that everybody sees it and can take shots at it. Bid 30 seconds before the auction finishes. The best way to do this is to use some sniping software. I'm using Auction Sentry and I have paid for it. You will quickly earn this money back.

4) Set your price and be patient.
If you want something quick, you'll pay more. Time is money. Set your price and if the auction goes above this price, do not reconsider. Wait for the next occasion. You'll be surprised as to how end prices for items can differ one day to another. Make sure you're not the one that won that expensive auction.

5) Browse eBay on a frequent basis looking for your item(s)
Sometimes BIN (Buy-It-Now) items appear at surprisingly low price. This may not happen a lot, but if it does, make sure you're the first person that sees it. You can create a search and save it, so that you'll receive an e-mail message when a new item of that description is placed on eBay.

6) Check out the seller.
eBay is filled with sharks and you have to be aware of that. Look at the seller's feedback and not just the number. Look at the actual auctions and check the items that were sold. Some sellers win 1000 feedback by some fake auctions of $0.01. Other eBay members maybe have gathered their votes by buying. Maybe they have never sold anything of the price category they're offering now. Look what they are currently offering for sale. If they have put A LOT of high value items, there is always the chance they're planning a ripping spree. This is difficult to defend against, if you don't check their items for sale.

7) Determine the risk factor you're willing to take.
After doing 6 you have an estimation of the risk factor. Always buying from reputable magic sellers with 5 figures feedback means you are in good hands, but at a price. Taking calculated risks can be profitable. If you buy many items on eBay you SHOULD take risks. The loss you have when you walk into a trap, you have already won before by getting your items cheaper.

8) Buy from non-US sellers
Lotsa US citizens do not like buying from non-US sellers. That affects the item price to your advantage.

9) Buy from sellers that do not ship worldwide
Items that ship worldwide sell higher. Because of the Dollar/Euro ratio, Europeans are strong contenders. So avoid auctions that Europeans can bid on.

10) Buy from sellers that do not accept Paypal
This is contradictory to 1), but since Paypal is so widely used and provides buyer protection, many buyers will ignore sellers that do not accept Paypal. If you're able to pay through the alternative method and can take the additional risk of not being protected, you're well on the way to get your item cheaply.

11) Pay in your own currency
If possible, make Paypal payments using your own currency. In that way you escape the currency conversion fee (2.5% is very normal). If a European buyer buys from a European seller and pays in dollars through Paypal, they're doing something wrong.

12) Be polite when something goes wrong
In case of a problem with the item, always be correct, polite and patient. Somethimes communication stops because of a genuine problem with the seller. Never give the seller a chance to get annoyed with you and have an excuse of ignoring you.

13) File a Paypal claim within 45 days
In case of a problem/non-receipt of an item, make sure you do not let the 45 days limit pass that Paypal allows you to file a complaint. This is a way to get your money back, so be aware. There are some (even high profile) sellers that have a policy to ignore complaints of non-received items. In that case you'll have to fall back on the services that Paypal or your credit card company offer. So make sure you know them.

Good luck buying!
14  Archives / Tournament Announcement Forum / Re: Lotus, Ancestral, Moxen, Drains, LoA to be won in Cabrera de Mar (Spain) on: December 01, 2006, 02:33:05 am
Generally all tourneys in our area are sanctioned. This one does not allow proxies, so I´m quite sure it is sanctioned. But for 100% assurance I´d need to check with the organisation.
15  Vintage Community Discussion / General Community Discussion / Can somebody loan me, ehmm... $150.000 ?? on: November 30, 2006, 10:30:54 am
:shock:


(for the less intelligent: click the smiley)
16  Archives / Tournament Announcement Forum / Lotus, Ancestral, Moxen, Drains, LoA to be won in Cabrera de Mar (Spain) on: November 30, 2006, 07:42:08 am
Vintage tourney in Cabrera de Mar (Barcelona, Spain).

20-01-2007, 09:00.

Inscription:
20€
25€ incl. lunch
40€ incl. night in youth hostel

Prices:
1st UNL Black Lotus
2nd UNL Ancestral recall
3rd UNL Mox Sapphire
4th UNL Mox Jet
5th-8th IT Mana Drain
9th-12th Force of Will
13th-16th Polluted Delta

1st Unpowered Library of Alexandria

Preinscription and more info HERE.
17  Eternal Formats / Miscellaneous / Re: [Deck] Hide & Seek Control - An Introduction on: November 30, 2006, 06:11:14 am
I´d definitely make room for a couple of Shamans
1 badlands can´t hurt your manabase
18  Eternal Formats / Miscellaneous / Re: Serum Powder Ichorid and Vintage on: November 27, 2006, 07:50:08 am
Many workshop decks (i.e. MUD) are easier to play than Ichorid and can still just "win" without having done anything more difficult than "count your mana and drop permanents" every turn.
19  Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Results] 11th Catalonian Vintage league Tournament at Perracomics on: November 25, 2006, 01:21:59 am
Congrats to everyone for the good finishes, but a big congrats to Gabe for putting up yet more solid results with my list.

GtB- How is the intuitive match? No one plays it here, so I never test it. Write us a report!

JR.
I have a Spanish tourney report Here.

The matches with Intuitive and Gifts are pretty close, but I managed to resolve early game Crypts, which stunts their game A LOT. The fact that Tinker-Colossus in not frightening at all against Bomberman also helps.
20  Eternal Formats / Miscellaneous / Re: [Deck/Primer] Dread Return Ichorid - aka Cookie Monster on: November 20, 2006, 04:47:28 pm
Nicol Bolas looks like a pretty bad creature to play, since it requires also Dragon Breath to be effective and even then only lives one turn.

I've played some test matches with the maindeck proposed in this deck and guess what, every time he had a t1 wasteland my deck rolled over and died horribly. This deck is unplayable in a wasteland infested metagame, your first bazaar really needs to stick.
21  Eternal Formats / Miscellaneous / Re: [Deck/Primer] Dread Return Ichorid - aka Cookie Monster on: November 17, 2006, 03:03:37 am
Two things about this deck.
I think Strip Mine is a 100% addition to this deck. Why would you omit this excellent free disruption card? It is one of those cards that you love to see in your opening hand or in your fist bazaar activation.

Devouring Strossus > Hypnox?
The CIP abilility of Hypnox is of course irrelevant, but it´s an 8/8 flyer without drawbacks.
How relevant is the extra P/T and the trample/regenerate ability of the Strossus, as opposed to its significant drawback of its upkeep ability (I mean, play Strossus, your opponents activates a well timed crypt and you will be without Strossus food.)
22  Vintage Community Discussion / General Community Discussion / Pimp, pimper, PIMPEST on: November 14, 2006, 07:44:01 am
This is a thread in our local forum with a couple of pictures (scroll down a bit) of what looks like DA MOST EXPENSIVE DECK EVAR (!!!!11!!unehundredandeleven!) to me.

Anyone can beat this?

*drewl*
23  Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Results] T1 Badalona - Spain T8 on: October 31, 2006, 01:40:41 pm
Oliver has done extremely well the last half year with Intuitive. I always see him drop early colossi or draw an awfulgod amount of cards.
24  Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Results] Ottawa Vintage - Emerald - Oct. 21, 2006 on: October 31, 2006, 01:38:17 pm
I´ve been tinkering abit with JR´s list as well and had a lot of thoughts that have been posted here as well.

I added the 4th brainstorm and replaced strip by the 5th fetch.

I have replaced Echoing Truth for Rebuild and included Academy and Mana Crypt for two basic lands. I´d really like to add the 4th Merchant Scroll, because drawing three in the early game is just good.
But I don´t know what to cut for it. Would cutting a Salvagers be a bad idea? In testing I´ve found that frequently they came too early.

25  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Meandeck Open 10/15 Results on: October 22, 2006, 02:22:45 am
Funny to see that Bushman did not pollute his decklist with a win-now condition.
Bounce all opponentes creatures, blow his permanents up and end with x 2-power creatures on the board and a grip of countermagic.

This never went wrong?
26  Vintage Community Discussion / General Community Discussion / Re: Yes, my deck is bad on: October 17, 2006, 05:10:38 am
Example: Brianpk's fish build over in the "Vintage Forum" is taking a lot of heat because he's only played a few hundred games with it
I´ve seen brianpk suggest some horrible cards in Fish like Windfall and Ophidian. I think he deserves some heat.
27  Vintage Community Discussion / General Community Discussion / Re: Mail from Canada to the US on: October 17, 2006, 05:07:17 am
If overseas normal air mail is about 10-14 days your shiopment should take a lot more.

But sometimes things just "happen". I´ve seen an eBay shipment arrive after 5 months, by that time the seller had some very descriptive negative feedback Very Happy
28  Vintage Community Discussion / General Community Discussion / Re: JACOB ORLOVE: Please don't lock my account. on: October 17, 2006, 04:54:10 am
Once the uncrowned writing God of type 1 and now groveling in the dirt, begging for mercy.

sadness...
29  Eternal Formats / Miscellaneous / Re: UW FISH: Teh Primer! on: October 06, 2006, 03:26:17 am
Just remember, whatever you do, DON'T SIDE OUT SWORDS TO PLOWSHARES.  Too many times I've watched people side out plow only to get owned by a quick Colossus.  If you're bringing in that much hate against combo, pretty much the only way they're going to beat you is off a quick Tinker.  Don't let them have that out.  Keep the plows in.  
I have said it before and I wil say it again: this is why you should play Stormscape Apprentice in this Colossus infested metagame of today. Apprentice allows you to side out all/some plows against combo and still have a defense against the big man.

If they lead with land, rit, duress they basically have to take the orims which means they need at least 1 more duress to win.  Alternatively you might just blow the orim's and now they might not even take the stifle.  they can't go off this turn... they might opt for another peice of disruption you have. 
If they lead with land-rit and I have Chant, I suppose you cast this 1 mana Undermine right away. I mean, do you really want them to land Necropotence?
30  Vintage Community Discussion / Rules Q&A / Time Spiral FAQ on: October 02, 2006, 03:29:49 am
_Time Spiral_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe
Document last modified August 30, 2006

_Time Spiral_ Prerelease tournaments: September 23-24, 2006
_Time Spiral_ official release date: October 6, 2006
The _Time Spiral_ set becomes legal for sanctioned Constructed play October 20, 2006.

The _Time Spiral_ set contains 301 cards (121 common, 80 uncommon, 80 rare, 20 basic land), plus 121 "timeshifted" reprints.

This FAQ has two sections, each of which serves a different purpose.

The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card in the main card set; the timeshifted cards are listed at the end of this section.
-----

GENERAL NOTES

***"Timeshifted" Cards***

The _Time Spiral_ set contains a subset of 121 cards known as "timeshifted" cards. There's one timeshifted card in each _Time Spiral_ booster pack, and there are three in each _Time Spiral_ tournament pack. Some "timeshifted" cards appear in each _Time Spiral_ theme deck as well.

Each timeshifted card is a reprint of a _Magic_(TM) card from a set released prior to the _Mirrodin_(R) set. It appears in a pre-_Eighth Edition_ card frame and has a purple expansion symbol. Each of the cards in this subset is equally rare, regardless of their rarities when they were originally printed.

For game play purposes, timeshifted cards are considered part of the _Time Spiral_ set. They're allowed in all formats in which the _Time Spiral_ set is legal.
-----

***New Keyword Ability: Flash***

Flash is a new keyword for an existing ability.

Ashcoat Bear
{1} {G}
Creature -- Bear
2/2
Flash (You may play this spell any time you could play an instant.)

The official rules for the flash ability are as follows:

502.57. Flash

502.57a Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant."

502.57b Multiple instances of flash on the same object are redundant.

* All older cards with this ability will be getting errata to change the ability to flash.
-----

***New Keyword Ability: Split Second***

Split second is a static ability that works on the stack.

Krosan Grip
{2} {G}
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Destroy target artifact or enchantment.

The official rules for the split second ability are as follows:

502.58. Split Second

502.58a Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities."

502.58b Multiple instances of split second on the same spell are redundant.

* Players still get priority while a card with split second is on the stack.

* Split second doesn't prevent players from playing mana abilities.

* Split second doesn't prevent triggered abilities from triggering. If one does, its controller puts it on the stack and, if applicable, chooses targets for it. Those abilities will resolve as normal.

* Split second doesn't prevent players from performing special actions. Most notably, players may turn face-down creatures face up while a spell with split second is on the stack.

* Split second won't affect spells and abilities that are already on the stack.

* If the resolution of a triggered ability involves playing a spell, that part of the effect won't work if a spell with split second is on the stack.
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***New Keyword Ability: Suspend***

Suspend is an ability that essentially lets you spend time instead of mana to play spells. The suspend cost and number of time counters will vary from card to card.

Corpulent Corpse
{5} {B}
Creature -- Zombie
3/3
Fear
Suspend 5-- {B} (Rather than play this card from your hand, you may pay {B} and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.)

The official rules for the suspend ability are as follows:

502.59. Suspend

502.59a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N--[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This is a special action that doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play it this way and it's a creature, it gains haste until you lose control of it."

502.59b A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it.

502.59c Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 409.1b and 409.1f-h.

* The phrase "if you could play this card from your hand" checks only for timing restrictions and permissions. This includes both what's inherent in the card's type (for example, if the card with suspend is a creature, it must be your main phase and the stack must be empty) and what's imposed by other abilities, such as flash or Meddling Mage's ability. Whether you could actually follow all steps in playing the card is irrelevant. If the card is impossible to play due to a lack of legal targets or an unpayable mana cost, for example, it may still be removed from the game with suspend.

* Removing a card from the game with its suspend ability is not playing that card. This action doesn't use the stack and can't be responded to.

* If a spell with suspend has targets, the targets are chosen when the spell is played, not when it's removed from the game.

* If the first triggered ability of suspend is countered, no time counter is removed. The ability will trigger again during its owner's next upkeep.

* When the last time counter is removed from a suspended card, the second triggered ability of suspend will trigger. It doesn't matter why the time counter was removed or whose effect removed it. (The _Time Spiral_ reminder text is misleading on this point.)

* If the second triggered ability of suspend is countered, the card can't be played. It remains in the removed-from-the-game zone without any time counters on it for the rest of the game, and it's no longer considered suspended.

* If the second triggered ability of suspend resolves, the card's owner must play the spell if possible, even if that player doesn't want to. Normal timing considerations for the spell are ignored (for example, if the suspended card is a creature and this ability resolves during your upkeep, you’re able to play the card), but other play restrictions are not ignored.

* If the second triggered ability of suspend resolves and the suspended card can't be played due to a lack of legal targets or a play restriction, for example, it remains in the removed-from-the-game zone without any time counters on it for the rest of the game, and it's no longer considered suspended.

* As the second triggered ability of suspend resolves, if playing the suspended card involves an additional cost, the card's owner must pay that cost if able. If he or she can't, the card remains removed from the game. If the additional cost includes mana, the situation is more complex. If the player has enough mana in his or her mana pool to pay the cost, that player must do so. If the player can't possibly pay the cost, the card remains removed from the game. However, if the player has the means to produce enough mana to pay the cost, then he or she has a choice: The player may play the spell, produce mana, and pay the cost. Or the player may choose to play no mana abilities, thus making the card impossible to play because the additional mana can't be paid.

* A creature played via suspend comes into play with haste. It still has haste after the first turn it's in play as long as the same player controls it. As soon as another player takes control of it, it loses haste.
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***Rules Change: Cards with No Mana Cost (REVERSAL)***

The rules about objects with no mana costs are changing. Previously, the rules stated that an object with no mana cost can't be played as a spell. These rules (213.1a and 401.1b, which are identical) will instead state that a nonexistent mana cost can't be paid.

This change affects some _Time Spiral_ cards with suspend, as well as the _Saviors of Kamigawa_(TM) card Evermind.

* A card with no mana cost can't be normally played as a spell, because it's impossible to pay a nonexistent cost in step 401.9h. (Note that this is different than a spell that costs {0}, which is a cost that can be paid.) If there are any additional costs associated with playing a spell, a card with no mana cost still can't be played this way: {} + {1} is an impossible operation to calculate.

* If there’s a way to play such a card without paying its mana cost, then it can be played as a spell. This is possible if an effect allows it to be played "without paying its mana cost" (such as suspend or Spelljack do, for example), or if an effect allows it to be played for an alternative cost (such as Fist of Suns does, for example).

* A card with no mana cost has converted mana cost 0.
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***New Game Rule: +1/+1 and -1/-1 Counters***

A new state-based effect is being introduced in conjunction with the _Time Spiral_ release:

420.5n If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

* This rule doesn't apply to any other type of counters. If a permanent has a +1/+0 counter, a +0/+1 counter, and a -1/-1 counter on it, they will all remain on that permanent.
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***Returning Keyword Ability: Buyback***

Buyback is an ability originally seen in the _Tempest_(TM) block. It lets you pay an additional cost to put the spell with buyback back into your hand as it resolves.

Reiterate
{1} {R} {R}
Instant
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.

The buyback rules are changing slightly to clarify some interactions. The revised rules for the buyback ability are as follows:

502.16. Buyback

502.16a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into your hand instead of into your graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in rules 409.1b and 409.1f-h.

* Buyback is an additional cost. You choose whether to pay the buyback at the time you play the spell. If you choose to pay the buyback cost, then after the spell's effect happens, the spell will be returned to your hand instead of being put into your graveyard.

* Buyback returns the spell to your hand only if the spell resolves. If the spell is countered, it goes to the graveyard as normal.

* If you control a spell you don’t own whose buyback cost was paid, that spell is put into its owner’s graveyard as normal as it resolves. The card wouldn't be put into your graveyard, so buyback's replacement effect has nothing to replace.

* If you control a copy of a spell whose buyback cost was paid, the copy will be put into your hand as it resolves, then it will cease to exist.

* Whether the spell is returned to your hand depends on whether the choice to pay buyback was made, not on the actual payment of buyback (in the unusual cases where cost-reduction effects mean the buyback cost isn't actually paid).

* Buyback costs don't count toward a spell's mana cost or converted mana cost, whether they're paid or not.
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***Returning Keyword Ability: Echo***

Echo is a keyword ability originally seen in the Urza block.

Basalt Gargoyle
{2} {R}
Creature -- Gargoyle
3/2
Flying
Echo {2} {R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
{R}: Basalt Gargoyle gets +0/+1 until end of turn.

The echo rules are changing, but that doesn't functionally change any existing cards with echo. The revised rules for the echo ability are as follows:

502.19. Echo

502.19a Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost]."

* The old rules said to sacrifice the permanent unless its mana cost is paid. The new rules say to sacrifice the permanent unless its echo cost is paid. For all older cards, those two costs will be the same.

* Paying for echo is always optional. When the echo triggered ability resolves, if the controller of the permanent can't pay its echo cost, or chooses not to, that player sacrifices that permanent.

* A permanent's echo ability will trigger during its controller's upkeep if it came into play since the beginning of its controller's last upkeep (including if it left play and came back during that time, or if it phased in during that time), or if its current controller took control of it since the beginning of his or her last upkeep.
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***Returning Keyword Ability: Flanking***

Flanking is an ability originally seen in the _Mirage_(TM) block.

Benalish Cavalry
{1} {W}
Creature -- Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

The official rules for the flanking ability are as follows:

502.3. Flanking

502.3a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 309, "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn."

502.3b If a creature has multiple instances of flanking, each triggers separately.
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***Returning Keyword Ability: Flashback***

Flashback is an ability originally seen in the _Odyssey_(TM) block.

Ancient Grudge
{1} {R}
Instant
Destroy target artifact.
Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

The official rules for the flashback ability are as follows:

502.22. Flashback

502.22a Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the card is in a player's graveyard and the other functions while the card is on the stack. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in rules 409.1b and 409.1f-h.

* When you play a spell from your graveyard by paying its flashback cost, its mana cost doesn't change. You just pay the flashback cost instead.

* Effects that cause you to pay more or less for a spell will cause you to pay that much more or less for its flashback cost, too. That's because they affect the total cost of the spell, not its mana cost.

* When a spell played with flashback resolves, it never goes to its owner's graveyard, so abilities that trigger on cards being put in a graveyard won't trigger. The card is removed from the game instead.

* If a spell with flashback is countered, it's still removed from the game rather than being put into its owner's graveyard.
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***Returning Keyword Ability: Kicker***

Kicker is an ability originally seen in the _Invasion_(TM) block.

Desolation Giant
{2} {R} {R}
Creature -- Giant
3/3
Kicker {W} {W} (You may pay an additional {W} {W} as you play this spell.)
When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead.

The official rules for the kicker ability are as follows:

502.21. Kicker

502.21a Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you play this spell." The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." Paying a spell's kicker cost(s) follows the rules for paying additional costs in rules 409.1b and 409.1f-h.

502.21b Objects with kicker have additional abilities that specify what happens if the kicker cost is paid. Objects with more than one kicker cost have abilities that correspond to each kicker cost.

502.21c If the text that depends on a kicker cost being paid targets one or more permanents and/or players, the spell's controller chooses those targets only if he or she declared the intention to pay the appropriate kicker cost. Otherwise, the targets aren't chosen at all.

502.21d A card with kicker may contain the phrases "if the  kicker cost was paid" and "if the  kicker cost was paid," where A and B are the first and second kicker costs listed on the card, respectively. This text just refers to one kicker cost or the other, regardless of what the spell's controller actually spent when paying the cost. In other words, read "if the  kicker cost was paid" as "if the first kicker cost listed was paid," and read "if the  kicker cost was paid" as "if the second kicker cost listed was paid."

* You pay the kicker cost when you play the spell. You declare whether you're going to pay it at the same time you'd choose a spell's mode, and then you actually pay it at the same time you pay the spell's mana cost. Paying kicker is always optional.

* You can pay a kicker cost only once. You can't pay it multiple times to "pump up" the effect.

* If the effect you get when you pay a kicker cost has targets, you don't choose the targets for that effect unless you've declared that you're going to pay kicker.

* Some triggered abilities contain the phrases "if you paid the  kicker cost" and "if you paid the  kicker cost," where A and B are the first and second kicker costs listed on the card, respectively. This text just refers to one kicker cost or the other, regardless of what you actually spent when paying the cost.

* Kicker costs don't count toward a spell's mana cost or converted mana cost, whether they're paid or not.
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***Returning Keyword Ability: Madness***

Madness is an ability originally seen in the _Torment_(R) set.

Dark Withering
{4} {B} {B}
Instant
Destroy target nonblack creature.
Madness {B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

The timing of madness ability has been simplified, and the resulting rules change will modify some interactions. The revised rules for the madness ability are as follows:

502.24. Madness

502.24a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, its owner may play it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard."

502.24b Playing a spell using its madness ability follows the rules for paying alternative costs in rules 409.1b and 409.1f-h.

* Under the old rule, after the madness triggered ability resolved, the owner of the madness card had a short window of time (until he or she passed priority) to play the madness card. During that window, the player could perform special actions (such as playing a land) before playing the madness card. Furthermore, if the player who discarded the card wasn't the active player, that player wouldn't receive priority after the madness trigger resolved, and would have to wait to play the madness card until the active player passed.
     Under the new rule, playing the madness card is part of the effect of the madness triggered ability. The player either plays the madness card as the madness triggered ability resolves, or the player puts the card into his or her graveyard at that time.

* When you discard a card with madness, you may discard it normally or you may remove it from the game. When you remove it from the game, you may play it, or you may put it into your graveyard. Playing a card with madness is just like playing an instant from your hand, except you pay the spell's madness cost instead of its mana cost. It goes on the stack like any other spell and it can be countered like any other spell.

* When you play a spell by paying its madness cost, its mana cost doesn't change. You just pay the madness cost instead.

* Effects that cause you to pay more or less for a spell will cause you to pay that much more or less for its madness cost, too. That's because they affect the total cost of the spell, not its mana cost.

* Madness works no matter why you're discarding the card. You could discard to pay a cost, because a spell or ability tells you to, or even because you have too many cards in your hand at the end of your turn. You can't discard a card with madness just because you want to, though.

* When you play a card with madness, it still counts as being discarded, but it doesn't actually get to your graveyard before you play it. That means your opponent can't remove it "in response" to stop you from playing the spell. Abilities that trigger on a card being discarded, however, will still trigger.

* If you choose not to play a card with madness when the madness triggered ability resolves, it goes to your graveyard. You don't get another chance to play it.
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***Returning Keyword Ability: Morph***

Morph is an ability originally seen in the _Onslaught_(TM) block.

Fledgling Mawcor
{3} {U}
Creature -- Beast
2/2
Flying
{T}: Fledgling Mawcor deals 1 damage to target creature or player.
Morph {U} {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

The morph rules are changing slightly: The old rule said the face-down spell and the face-down creature have mana cost {0}. The new rule says that the face-down spell and the face-down creature have no mana cost. (The face-down spell and the face-down creature still have converted mana cost 0.) This modifies some interactions. A change to the rules governing spells with no mana cost makes this possible. (See the "Cards with No Mana Cost" section above for more information.)

The revised rules for the morph ability are as follows:

502.26. Morph

502.26a Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost, by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action doesn't use the stack. (See rule 504, "Face-Down Spells and Permanents.")

502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, no expansion symbol, and no mana cost. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.

502.26c You can't play a card face down if it doesn't have morph.

502.26d Any time you could play an instant, you may turn a face-down permanent you control face up. To do this, show all players what the permanent's morph cost will be when the effect ends, pay that cost, then turn the permanent face up. The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent coming into play don't trigger when it's turned face up and don't have any effect, because the permanent has already come into play.

502.26e If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") The rules for morph and face-down permanents apply to it normally.

502.26f See rule 504, "Face-Down Spells and Permanents," for more information on how to play cards with morph.

* Morph lets you play a card face down for {3}, and lets you perform the action of turning it face up for its morph cost.

* To play a card face down, you put it onto the stack face down (so your opponent doesn't know what it is), and pay {3}. Note that this is not the mana cost of the spell (it has no mana cost); it's an alternative cost. When the spell resolves, it comes into play as a face-down permanent.

* As long as a card is face down, it's a 2/2 colorless nameless creature with no expansion symbol, mana cost, abilities, or subtypes (unless an effect grants it an ability or other characteristic).

* Any time you could play an instant, you may turn a face-down permanent face up by paying its morph cost. This isn't an activated ability; it's a special action that doesn't use the stack and can't be countered or responded to. You can't do this to face-down cards on the stack.

* Turning a permanent face up doesn't trigger comes-into-play abilities.

* A permanent that turns face up or face down changes its characteristics, but otherwise is still the same permanent. Spells, counters, Auras, Equipment, and damage that were targeting or affecting it will still do so. Turning a permanent face up or face down doesn't change whether it's tapped or untapped, or flipped or unflipped.

* At any time, you may look at a face-down spell you control on the stack, a face-down permanent you control, or a face-down card in the phased-out zone you controlled when it phased out.

* If a face-down spell is countered, it turns face up. If a face-down creature leaves play, it turns face up.

* It's illegal to play a card face down if it doesn't have morph. Since your opponent can't tell whether it has morph or not, players must reveal their face-down spells, permanents, and phased-out cards at the end of the game so their opponents can verify that the cards have morph.

* If you turn a face-down creature face up while its combat damage is on the stack and that creature has an ability which triggers "Whenever this creature deals combat damage," that ability will trigger when the combat damage resolves.

* If you gain control of a face-down creature, you can look at what it is, and you can pay its morph cost to turn it face up. Your opponent can't, although he or she will know what the creature is.

* Face-down creatures don't have any abilities, so they don't have the morph ability. Face-up creatures with morph do have the ability.

* If a spell or ability tells you to turn a face-down creature face up, you don't pay that creature's morph cost to do so.

* Turning a face-down creature with an evasion ability face up after it's been blocked doesn't affect the blockers, because restrictions on blocking are only checked at the time blockers are declared.

* If you control multiple face-down spells on the stack, face-down permanents in play, or face-down phased-out cards, you must ensure at all times that your face-down spells, permanents, and phased-out cards can be easily differentiated from each other. This includes, but is not limited to, knowing the order spells were played, the order that face-down permanents came into play, and which creature attacked last turn. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.
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***Returning Keyword Ability: Rampage***

Rampage is an ability originally seen in the _Legends_(R) set.

Craw Giant
{3} {G} {G} {G} {G}
Creature -- Giant
6/4
Trample
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

The official rules for the rampage ability are as follows:

502.12. Rampage

502.12a Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See rule 309, "Declare Blockers Step.")

502.12b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus.

502.12c If a creature has multiple instances of rampage, each triggers separately.
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Shadow

Shadow is an evasion ability originally seen in the _Tempest_ block.

Looter il-Kor
{1} {U}
Creature -- Kor Rogue
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card.

The official rules for the shadow ability are as follows:

502.8. Shadow

502.8a Shadow is an evasion ability.

502.8b A creature with shadow can't be blocked by creatures without shadow, and a creature without shadow can't be blocked by creatures with shadow. (See rule 309, "Declare Blockers Step.")

502.8c Multiple instances of shadow on the same creature are redundant.
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Storm

Storm is an ability originally seen in the _Scourge_(TM) set.

Empty the Warrens
{3} {R}
Sorcery
Put two 1/1 red Goblin creature tokens into play.
Storm (When you play this spell, copy it for each spell played before it this turn.)

The official rules for the storm ability are as follows:

502.30. Storm

502.30a Storm is a triggered ability that functions while the spell is on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies."

502.30b If a spell has multiple instances of storm, each triggers separately.

* The storm copies are put directly onto the stack -- they aren't played. That means the copies don't generate storm copies themselves, and they aren't counted by other storm spells played later during the turn.

* Each storm spell with a target allows you to change the target for each copy of that spell. You make that choice for each copy individually.

* When counting spells played in a turn, you do count spells that were played face down, spells played from zones other than a hand, and spells that were countered.

* A copy of a spell can be countered, just like any other spell, but each copy has to be countered individually. Countering a storm spell won't counter the copies of it.

* Removing a card from the game using suspend doesn't count as playing a spell; you only play a suspended spell when you remove the last time counter from it and that ability resolves.

* When a spell like Twincast copies a spell that has storm, the copied spell's storm ability doesn't trigger. You get just one new spell.
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***Returning Keyword Ability: Swampcycling***

Swampcycling is a type of landcycling, an ability originally seen in the _Scourge_ set.

Twisted Abomination
{5} {B}
Creature -- Zombie Mutant
5/3
{B}: Regenerate Twisted Abomination.
Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)

The official rules for the landcycling ability are as follows:

502.18c Landcycling is a variant of the cycling ability. "[Land type]cycling [cost]" means "[Cost], Discard this card: Search your library for a [land type] card, reveal it, and put it into your hand. Then shuffle your library." Any cards that trigger when a player cycles a card will trigger when a card's landcycling ability is played. Any effect that stops players from cycling cards will stop players from playing cards' landcycling abilities.

* Unlike the normal cycling ability, landcycling doesn't allow the player to draw a card, but instead lets the player search his or her library for a land card of the appropriate type.
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***Returning Ability: Threshold***

Threshold is an ability originally seen in the _Odyssey_ block. The rules for threshold are being eliminated. Threshold is becoming an ability word (like hellbent), rather than a keyword. Every card with threshold is getting errata.

Mystic Enforcer
{2} {G} {W}
Creature -- Human Nomad Mystic
3/3
Protection from black
Threshold -- Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard.
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***Returning Theme: Slivers***

The _Time Spiral_ set features a number of creatures with creature type Sliver.

Fury Sliver
{5} {R}
Creature -- Sliver
3/3
All Slivers have double strike.

Most Slivers grant an ability or a characteristic change to all Slivers. Slivers were also featured in the _Tempest_, _Stronghold_(TM), _Legions_(TM), and _Scourge_ sets.

* Each Sliver grants itself the ability that it grants to all Slivers.

* Slivers can grant activated, static, or triggered abilities to Slivers in play. Not all Slivers grant abilities. Some have abilities that trigger when Slivers do things, such as deal combat damage.

* Some abilities that Slivers grant, such as power/toughness boosts or triggered abilities, are cumulative.

* You can change creatures of other types into Slivers so they can get the benefits of being a Sliver.

* Changing the creature type of a Sliver so that it's no longer a Sliver means that it no longer affects itself with its ability. It will still affect all other Slivers.
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***Cycle: "Insta-Sorceries"***

The _Time Spiral_ set contains a cycle of instants that have better effects if you play them during your main phase.

Careful Consideration
{2} {U} {U}
Instant
Target player draws four cards, then discards three cards. If you played this spell during your main phase, instead that player draws four cards, then discards two cards.

* You'll get the modified effect if you play the spell during either of your main phases (precombat or postcombat). It doesn't matter if the stack is empty or not when you play the spell.

* If you didn't play the spell (for example, it's a copy created by Reiterate), the modified effect won't happen regardless of what phase it is.
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***Cycle: Recurring Auras***

The _Time Spiral_ set contains several Auras that have the ability to return to their owner's hand whenever they're put into a graveyard from play.

Aspect of Mongoose
{1} {G}
Enchantment -- Aura
Enchant creature
Enchanted creature can't be the target of spells or abilities.
When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

* This ability triggers no matter how the Aura is put into a graveyard from play. It will work if the Aura is destroyed (such as by Naturalize) or if the Aura is put into the graveyard as a state-based effect (such as if the enchanted creature leaves play or can no longer be enchanted by the Aura).

* The ability doesn't work if the card is put into a graveyard from anywhere other than the in-play zone.
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***Cycle: Storage Lands***

The _Time Spiral_ set contains a cycle of a new type of storage lands.

Calciform Pools
Land
{T}: Add {1} to your mana pool.
{1}, {T}: Put a storage counter on Calciform Pools.
{1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {W} and/or {U} to your mana pool.

* The last ability doesn't cause or require the land to become tapped. It can be used while the land is already tapped. Using this ability won't trigger the abilities of cards such as Fertile Ground, which trigger when a land is tapped for mana.
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CARD-SPECIFIC NOTES

AEther Web
{1} {G}
Enchantment -- Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +1/+1, can block as though it had flying, and can block creatures with shadow as though they didn't have shadow.

* The enchanted creature can block creatures with shadow and creatures without shadow.

* If the enchanted creature has shadow, it won't be able to block any creatures (not even those with shadow).
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AEtherflame Wall
{1} {R}
Creature -- Wall
0/4
Defender
AEtherflame Wall can block creatures with shadow as though they didn't have shadow.
{R}: AEtherflame Wall gets +1/+0 until end of turn.

* AEtherflame Wall can block creatures with shadow and creatures without shadow.

* If AEtherflame Wall gains shadow, it won't be able to block any creatures (not even those with shadow).
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Angel's Grace
{W}
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

* The last sentence applies only if your life total is being reduced by damage. Other effects or costs (such as "lose 1 life" or "pay 1 life") can reduce your life total below 1 as normal.

* If an effect asks you to pay life, you can't pay more life than you have.

* If your life total goes below 1, being dealt damage will not increase it back up to 1. The damage will simply have no effect.

* If your life total goes below 1 or you get a tenth poison counter, you will lose the game when this effect wears off.

* The last sentence is not a prevention effect, but it does stop unpreventable damage from reducing your life total below 1.

* The last sentence doesn't change how much damage is dealt; it just changes how much life that damage makes you lose. An effect such as Spirit Link will see the full amount of damage being dealt.
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Assembly-Worker
{3}
Artifact Creature -- Assembly-Worker
2/2
{T}: Target Assembly-Worker gets +1/+1 until end of turn.

* The ability looks for creatures with the Assembly-Worker subtype, not permanents named Assembly-Worker.
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Barbed Shocker
{3} {R}
Creature -- Insect
2/2
Trample, haste
Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

* The number of cards the player draws is equal to the number of cards he or she discarded, not the amount of damage dealt by Barbed Shocker.
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Bogardan Hellkite
{6} {R} {R}
Creature -- Dragon
5/5
Flash (You may play this spell any time you could play an instant.)
Flying
When Bogardan Hellkite comes into play, it deals 5 damage divided as you choose among any number of target creatures and/or players.

* The number of targets must be at least 1 and at most 5.
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Brine Elemental
{4} {U} {U}
Creature -- Elemental
5/4
Morph {5} {U} {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Brine Elemental is turned face up, each opponent skips his or her next untap step.

* Skipping the "next" step is cumulative. If a player turns two Brine Elementals face up on the same turn, that player's opponents will each skip their next two untap steps.
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Candles of Leng
{2}
Artifact
{4}, {T}: Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.

* Unless something weird happens, the card that's drawn will be the card that was revealed.
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Cavalry Master
{2} {W} {W}
Creature -- Human Knight
3/3
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)

* Cavalry Master adds only one instance of flanking per creature, even if that creature already has multiple instances of flanking.

* If a creature without flanking is given flanking by another effect, then this ability will grant a second instance. Similarly, if a creature loses flanking, then it won't get the Calvary Master instance either.
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Children of Korlis
{W}
Creature -- Human Rebel Cleric
1/1
Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)

* If your life total drops to 0 or less, it's too late to use this ability before losing the game.

* The life you gain is based on the total of all changes where your life total went down during the turn, not the net downward change. So if you lose 5 life, gain 3 life, and then lose 2 more life before activating this ability, the ability causes you gain 7 life, not 4.
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Chronosavant
{5} {W}
Creature -- Giant
5/5
{1} {W}: Return Chronosavant from your graveyard to play tapped. Skip your next turn.

* If Chronosavant is in your graveyard, you can play this ability multiple times in response to itself. The first one that resolves will return Chronosavant to play and make you skip your next turn. The others will just make you skip turns.
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Clockspinning
{U}
Instant
Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.)
Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

* Clockspinning can affect any kind of counter, not just a time counter. The type of counter isn't chosen until resolution. Whether to add or remove a counter isn't chosen until resolution.

* If the target is a permanent and it has no counter on it when Clockspinning resolves, nothing happens.
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Conflagrate
{X} {X} {R}
Sorcery
Conflagrate deals X damage divided as you choose among any number of target creatures and/or players.
Flashback-- {R} {R}, Discard X cards. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

* If X is greater than 0, the number of targets must be at least 1 and at most X. If X is 0, the number of targets must also be 0.

* While Conflagrate is on the stack, its mana cost will reflect the value chosen for X, even if it was played with flashback and no mana was spent on X.
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Crookclaw Transmuter
{3} {U}
Creature -- Bird Wizard
3/1
Flash (You may play this spell any time you could play an instant.)
Flying
When Crookclaw Transmuter comes into play, switch target creature's power and toughness until end of turn.

* Effects that switch power and toughness are always applied last when determining a creature's power and toughness, even if other power/toughness-changing effects are played later in the turn.
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Cyclopean Giant
{2} {B} {B}
Creature -- Zombie Giant
4/2
When Cyclopean Giant is put into a graveyard from play, target land becomes a Swamp. Remove Cyclopean Giant from the game.

* If the triggered ability is countered (the targeted land becomes an illegal target, for example), Cyclopean Giant remains in the graveyard.

* If a Vesuvan Shapeshifter that's copying Cyclopean Giant is put into a graveyard, the Shapeshifter will be removed from the game when the ability resolves even though it's not a Cyclopean Giant anymore.
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Detainment Spell
{W}
Enchantment -- Aura
Enchant creature
Enchanted creature's activated abilities can't be played.
{1} {W}: Attach Detainment Spell to target creature.

* Detainment Spell prevents mana abilities of the enchanted creature from being played.

* Morph isn't an activated ability, so Detainment Spell doesn't prevent face-down creatures from being able to turn face up.

* Responding to a creature's activated ability being played by moving Detainment Spell onto that creature won't affect the ability that was just played.
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Draining Whelk
{4} {U} {U}
Creature -- Illusion
1/1
Flash (You may play this spell any time you could play an instant.)
Flying
When Draining Whelk comes into play, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost.

* If the triggered ability is countered (the targeted spell becomes an illegal target, for example), Draining Whelk doesn't get any +1/+1 counters.
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Dralnu, Lich Lord
{3} {U} {B}
Legendary Creature -- Zombie Lord
3/3
If damage would be dealt to Dralnu, sacrifice that many permanents instead.
{T}: Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.)

* All of the permanents are sacrificed at the same time, when the damage would have been dealt. So if Dralnu is one of the permanents you sacrifice due to its first ability, you must still sacrifice enough other permanents to equal the amount of damage that would have been dealt to it.

* If you don't control enough permanents, sacrifice all permanents you control.
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Durkwood Tracker
{4} {G}
Creature -- Giant
4/3
{1} {G}, {T}: If Durkwood Tracker is in play, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker.

* If Durkwood Tracker has left play before the ability resolves, the ability doesn't do anything. If the targeted creature has left play before the ability resolves, the ability is countered.
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Endrek Sahr, Master Breeder
{4} {B}
Legendary Creature -- Human Wizard
2/2
Whenever you play a creature spell, put X 1/1 black Thrull creature tokens into play, where X is that spell's converted mana cost.
When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.

* The second ability is a state trigger. Once it triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.

* When the second ability resolves, Endrek Sahr will be sacrificed regardless of how many Thrulls you control at that time.

* Face-down spells are creature spells, but they have converted mana cost 0.
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Evangelize
{4} {W}
Sorcery
Buyback {2} {W} {W} (You may pay an additional {2} {W} {W} as you play this spell. If you do, put this card into your hand as it resolves.)
Gain control of target creature of an opponent's choice that he or she controls.

* When you put the spell on the stack, you choose an opponent, then that opponent chooses the target. This is not a choice made on resolution.

* The target of the spell is a creature the chosen opponent controls. As Evangelize resolves, if the target isn't a creature controlled by the chosen opponent, Evangelize will be countered. If Evangelize's target is changed (via Shunt, for example), the new target must be a creature controlled by the chosen opponent.
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Faceless Devourer
{2} {B}
Creature -- Nightmare Horror
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
When Faceless Devourer comes into play, remove another target creature with shadow from the game.
When Faceless Devourer leaves play, return the removed card to play under its owner's control.

* Three Faceless Devourers played in succession with no other creatures with shadow in play will result in an infinite loop and the game will be a draw, unless a player somehow interrupts the loop.
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Fallen Ideal
{2} {B}
Enchantment -- Aura
Enchant creature
Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
When Fallen Ideal is put into a graveyard from play, return Fallen Ideal to its owner's hand.

* The creature's controller (not Fallen Ideal's controller) can activate the "sacrifice a creature" ability.
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Flickering Spirit
{3} {W}
Creature -- Spirit
2/2
Flying
{3} {W}: Remove Flickering Spirit from the game, then return it to play under its owner's control.

* When the ability resolves, Flickering Spirit is removed from the game, then immediately returned to play. It returns as a "new" creature. Any counters, Auras, and so on are removed. Any spells or abilities targeting Flickering Spirit no longer target it.

* If Flickering Spirit's ability is activated, any "as comes into play" choices for it are made by its owner, not its previous controller.
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Fool's Demise
{4} {U}
Enchantment -- Aura
Enchant creature
When enchanted creature is put into a graveyard, return that creature to play under your control.
When Fool's Demise is put into a graveyard from play, return Fool's Demise to its owner's hand.

* If Fool's Demise and the enchanted creature go to the graveyard from play at the same time, both abilities will trigger.
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Foriysian Interceptor
{3} {W}
Creature -- Human Soldier
0/5
Flash (You may play this spell any time you could play an instant.)
Defender
Foriysian Interceptor can block an additional creature.

* The third ability normally lets Foriysian Interceptor block two creatures. If another effect also lets it block an additional creature, the effects are cumulative.

* If an effect says Foriysian Interceptor can't block, then it can't block any creatures.
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Foriysian Totem
{3}
Artifact
{T}: Add {R} to your mana pool.
{4} {R}: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn.
As long as Foriysian Totem is a creature, it can block an additional creature.

* The third ability normally lets Foriysian Totem block two creatures. If another effect also lets it block an additional creature, the effects are cumulative.

* If an effect says Foriysian Totem can't block, then it can't block any creatures.
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Fortune Thief
{4} {R}
Creature -- Human Rogue
0/1
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
Morph {R} {R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

* The first ability applies only if your life total is being reduced by damage. Other effects or costs (such as "lose 1 life" or "pay 1 life") can reduce your life total below 1 as normal.

* If an effect asks you to pay life, you can't pay more life than you have.

* The last sentence is not a prevention effect. It stops unpreventable damage from reducing your life total below 1.

* The ability doesn't change how much damage is dealt; it just changes how much life that damage makes you lose. An effect such as Spirit Link will see the full amount of damage being dealt.

* Fortune Thief won't prevent you from losing the game if your life total is 0 or less or some other effect causes you to lose the game.
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Gaze of Justice
{W}
Sorcery
As an additional cost to play Gaze of Justice, tap three untapped white creatures you control.
Remove target creature from the game.
Flashback {5} {W} (You may play this card from your graveyard for its flashback cost and any additional costs. Then remove it from the game.)

* The additional cost must be paid if Gaze of Justice is played with flashback.
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Gemstone Caverns
Legendary Land
If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
{T}: Add {1} to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.

* After all players have decided not to take any more mulligans, players choose whether to put _Guildpact_(TM) Leylines and/or Gemstone Caverns into play, starting with the player who will be going first and proceeding in turn order. Each player may choose any number of Leylines and/or Gemstone Caverns. The cards are revealed and put into play at the same time.

* If multiple Gemstone Caverns are put into play before the game begins, the "legend rule" won't put them all into the graveyard until just before the first player gets priority during his or her first upkeep step. There's no opportunity to tap them for mana.
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Ghitu Firebreathing
{1} {R}
Enchantment -- Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
{R}: Enchanted creature gets +1/+0 until end of turn.
{R}: Return Ghitu Firebreathing to its owner's hand.

* If you return Ghitu Firebreathing to its owner's hand while the +1/+0 ability is on the stack, that ability will still give the creature that was last enchanted by Ghitu Firebreathing +1/+0.
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Glass Asp
{1} {G} {G}
Creature -- Snake
2/1
Whenever Glass Asp deals combat damage to a player, that player loses 2 life at the beginning of his or her next draw step unless he or she pays {2} before that step.

* After Glass Asp's triggered ability resolves, the affected player has the ability to perform a special action of paying {2}. This action may be performed any time the player has priority, and it doesn't use the stack. It may be performed only once. Once that player's next draw step begins, the player no longer has the ability to perform this action. If the player performed the action, the delayed "lose 2 life" triggered ability won't trigger. Otherwise, it will.
-----

Griffin Guide
{2} {W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play.

* If Griffin Guide and the enchanted creature go to the graveyard at the same time, Griffin Guide's ability will trigger.
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Harmonic Sliver
{1} {G} {W}
Creature -- Sliver
1/1
All Slivers have "When this creature comes into play, destroy target artifact or enchantment."

* The controller of the Sliver that comes into play, not the controller of Harmonic Sliver, chooses the target.

* This ability will trigger when Harmonic Sliver comes into play.
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Hivestone
{2}
Artifact
Creatures you control are Slivers in addition to their other creature types.

* If a creature is already a Sliver, Hivestone has no effect on it.
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Hypergenesis
{}
Sorcery
Hypergenesis is green.
Suspend 3-- {1} {G} {G}
Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Repeat this process until no one puts a card into play.

* In a game of N players, the process ends when all N players in sequence (starting with you) choose not to put a card into play. It doesn't end the first time a player chooses not to put a card into play. If a player chooses not to put a card into play but the process continues, that player may put a card into play the next time the process gets around to him or her.
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Ib Halfheart, Goblin Tactician
{3} {R}
Legendary Creature -- Goblin Advisor
3/2
Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it.
Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play.

* If you don't actually sacrifice the Goblin (because it was removed from play before the ability resolved, for example), no damage is dealt.
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Ironclaw Buzzardiers
{2} {R}
Creature -- Orc Scout
2/2
Ironclaw Buzzardiers can't block creatures with power 2 or greater.
{R}: Ironclaw Buzzardiers gains flying until end of turn.

* "Can't block" abilities apply only as blockers are declared. After Ironclaw Buzzardiers blocks, increasing the blocked creature's power won't make it become unblocked.
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Ixidron
{3} {U} {U}
Creature -- Illusion
*/*
As Ixidron comes into play, turn all other nontoken creatures in play face down. They're 2/2 creatures.
Ixidron's power and toughness are each equal to the number of face-down creatures in play.

* Creatures turned face down by Ixidron are 2/2 creatures with no text, no name, no subtypes, no expansion symbol, and no mana cost.

* If a creature with morph is turned face down this way, it can be turned face up by its controller by paying its morph cost, as normal.

* If a creature without morph is turned face down this way, it can't be turned face up again (except by an effect such as Break Open).

* If Ixidron and another creature are coming into play at the same time, the other creature comes into play face up.

* The controller of a face-down creature can look at it at any time, even if it doesn't have morph. Other players can't, but the rules for face-down permanents state that "you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other." As a result, all players must be able to figure out what each of the creatures Ixidron turned face down is.

* You turn the creatures face-down *as* Ixidron comes into play. There is never a moment when Ixidron is in play and the creatures are face-up. If a creature in play has a "whenever another creature comes into play" ability, it won't trigger because that creature will be face down before Ixidron comes into play.

* Turning a face-down creature face down typically has no effect; the creature's status is unchanged.
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