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 […]
Category: Abilities
Ruric Thar vs. Removal Spells.
NOT GRUUL? THEN DIE! RURIC THAR COST 6 MANA. RURIC THAR BIG THREAT. RURIC THAR HAVE SPECIAL ABILITY. RURIC THAR DAMAGE YOU WHEN YOU CAST ANY SPELL NOT CREATURE. RURIC THAR DAMAGE RURIC THAR CONTROLLER TOO. RURIC THAR DAMAGE YOU ALWAYS TRIGGER FOR ALL PLAYER. RURIC THAR SEES WHEN SPELL CAST. NOT WHEN SPELL RESOLVE. […]
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 […]
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 […]
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 […]
Blood Scrivener and “Draw two cards” effects.
Card drawing can be a pain. Well, more specifically, black card drawing can be a pain. Black has a long history of letting you draw cards for life. From cards like to to , black can draw cards at the cost of life. And Dragon’s Maze brings us the latest card in that theme, . […]
Prerelease week: How Fuse works.
Split cards have always been a fan favorite. Probably for the same reason people love the Charms so much: they give you options. In the past, we had entwine, to let you cast all of the modes a spell has, and now, with Dragon’s Maze, we have Fuse, which lets us cast both sides of […]
Bioshift onto Corpsejack Menace.
You may remember from a few weeks ago that doubles all +1/+1 counters that would be placed on a creature. Let’s return to the lab where we left off, with a Menace on the battlefield alongside a with four +1/+1 counters on it. What happens if we now cast , moving the counters from the […]
Rest in Peace will exile itself when it gets destroyed.
: Really annoying card against graveyard-based strategies… but it can still be destroyed. You might be interested to know where it ends up, though. At the time the Rest in Peace would be destroyed, its effect is still applying, so it’ll be exiled by its own ability rather than go to the graveyard. Thankfully, this […]