Sin Collector doesn’t return the exiled card when it dies.

is a charming fellow, you know. He doesn’t take any particular pleasure or satisfaction from exiling your instants and sorceries. He just feels that those powerful spells can weigh heavily on any planeswalker’s mind. He knows it’s best to…relieve…them of their burdens. Don’t you agree? Sin Collector’s ability triggers when he enters the battlefield, and […]

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Vorel of the Hull Clade doubles all counters on a permanent.

Ah, . There isn’t a counter he can’t double, you know. At first glance, he looks a lot like the proliferate mechanic from Scars of Mirrodin, which allowed you to choose any number of permanents and/or players that already had counters, and then give each of those permanents and/or players exactly one additional counter of […]

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Teysa will create a token even if the creature is regenerated or indestructible.

Guild champions were promised to us early on, and most of them deliver. They’re legendary creatures, one from each Ravnica guild, with big splashy effects. One of the first ones revealed was the new . She costs seven mana, but she’s hard to take down, and she dissuades attacks. Her triggered ability destroys creatures that […]

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Rot Farm Skeleton’s ability can only be activated from the graveyard.

Generally, a permanent’s abilities only work while the card is on the battlefield, not in any other zone. There are some exceptions. One is if the ability only makes sense in another zone. For instance, has an ability that says it can’t be countered. While it doesn’t explicitly say that it only works while it’s […]

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