_Dark Ascension_(TM) Frequently Asked Questions
Compiled by Matt Tabak, with contributions from Laurie Cheers, Toby Elliott, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified January 12, 2012

An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at <www.wizards.com/customerservice>.

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

The first section ("General Notes") explains the mechanics and concepts in the set.

The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.
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GENERAL NOTES

***Release Information***

The _Dark Ascension_ set is set 2 of 3 in the _Innistrad_(TM) block.

The _Dark Ascension_ set contains 158 cards (64 common, 44 uncommon, 38 rare, and 12 mythic rare).

Prerelease events: January 28-29, 2012
Launch Parties: February 3-6, 2012

The _Dark Ascension_ set becomes legal for sanctioned Constructed play on its official release date: Friday, February 3, 2012.

At that time, the following card sets will be permitted in the Standard format: _Scars of Mirrodin_(TM), _Mirrodin Besieged_(TM), _New Phyrexia_(TM), _Magic 2012_, _Innistrad_, and _Dark Ascension_.

Go to <www.wizards.com/locator> to find an event or store near you.

Go to <www.wizards.com/MagicFormats> for a complete list of formats and permitted card sets.
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***Returning Card Layout: Double-Faced Cards***
***Returning Keyword Action: Transform***

The _Innistrad_ set introduced double-faced cards, the first traditional _Magic_ cards ever to not have the _Deckmaster_(TM) card back. Instead, they have two faces: a front face and a back face. In the _Dark Ascension_ set, double-faced cards return with sinister innovations.

***Sinister Innovation #1: Noncreature Double-Faced Cards***

Some double-faced cards in the _Dark Ascension_ set aren't creatures on one or both of their faces.

(front face)
Soul Seizer
{3}{U}{U}
Creature -- Spirit
1/3
Flying
When Soul Seizer deals combat damage to a player, you may transform it. If you do, attach it to target creature that player controls.

(back face)
Ghastly Haunting
*blue*
Enchantment -- Aura
You control enchanted creature.

* Transforming a permanent doesn't affect any Auras or Equipment attached to that permanent, provided they can still legally be attached to it. Similarly, any counters on the permanent will remain on that permanent after it transforms, even if those counters don't have any visible effect (for example, a +1/+1 counter on a noncreature permanent).

* Damage marked on a double-faced permanent will stay marked on that permanent after it transforms, even if that permanent is no longer a creature.

***Sinister Innovation #2: Entering the Battlefield Transformed***

There is one card in the _Dark Ascension_ set that can enter the battlefield with its back face up.

(front face)
Loyal Cathar
{W}{W}
Creature -- Human Soldier
2/2
Vigilance
When Loyal Cathar dies, return it to the battlefield transformed under your control at the beginning of the next end step.

(back face)
Unhallowed Cathar
*black*
Creature -- Zombie Soldier
2/1
Unhallowed Cathar can't block.

* When Loyal Cathar dies, it will return to the battlefield with its back face (Unhallowed Cathar) up. It doesn't return to the battlefield and then transform.

* If a card that isn't a double-faced card becomes a copy of Loyal Cathar (due to Cytoshape, for example) and then dies, that card will return to the battlefield. It will no longer be a copy of Loyal Cathar and will simply have its printed characteristics.

* Another double-faced card that becomes a copy of Loyal Cathar and then dies will return to the battlefield with its back face up.

* If you gain control of a Loyal Cathar owned by another player and it dies, it will be put into to its owner's graveyard and then return to the battlefield under your control.
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***Game Supplement: Checklist Cards***

It's important that the cards in your deck be indistinguishable from one another. To accomplish this with double-faced cards, you can use the checklist cards included in some _Dark Ascension_ booster packs and in the _Dark Ascension_ fat pack. These checklist cards have a list of all double-faced cards in the _Dark Ascension set_ on one side and the typical _Magic_ card back on the other side. (_Innistrad_ checklist cards can be found in _Innistrad_ booster packs.)

* You must have with you the actual double-faced card the checklist card is representing. The double-faced card should be kept apart from the rest of your deck. In tournaments, the double-faced card should also be kept separate from your sideboard.

* A checklist card can't be included in a deck except when it's being used to represent a double-faced card.

* You must mark exactly one fill-in circle on the checklist card to indicate which double-faced card it represents.

* You can still use card sleeves, even if you also choose to use checklist cards.

* During the game, a checklist card is considered to be the double-faced card it represents. For example, say you have a checklist card in your hand representing Loyal Cathar and an opponent casts Despise. The checklist card is a creature card, so your opponent may choose the checklist card and you would discard it.

* As soon as a checklist card enters a public zone (stack, battlefield, graveyard, or exile unless it's exiled face down), use the double-faced card and set the checklist card aside. If the double-faced card is put into a hidden zone (hand or library), use the checklist card again.

* If a double-faced card is exiled face down, keep its identity hidden by using the face-down checklist card.
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***Returning _Innistrad_ Themes and Mechanics***

For more information about double-faced cards, transform, color indicators, morbid, flashback, and Curses, see the _Innistrad_ FAQ at <http://www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/faqs>.
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***New Keyword: Undying***

On Innistrad, the more pernicious creatures are especially resistant to mortal wounds. Undying is an ability that brings a creature back from the dead, stronger than before.

Nearheath Stalker
{4}{R}
Creature -- Vampire Rogue
4/1
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

The official rules for undying are as follows:

702.91. Undying

702.91a Undying is a triggered ability. "Undying" means "When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it."

* Each card with undying is a creature. If one of them stops being a creature, undying will still work.

* The undying ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a +1/+1 counter on it.

* If a permanent has multiple instances of undying, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.

* If a token with no +1/+1 counters on it has undying, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.

* When a permanent with undying returns to the battlefield, it's a new object with no memory of or connection to its previous existence.

* If multiple creatures with undying are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of his or her undying triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's undying creatures will return to the battlefield first, then the active player's undying creatures do the same. The creatures return to the battlefield one at a time.

* If a creature with undying that has a +1/+1 counter on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, undying won't trigger and the card won't return to the battlefield. That's because undying checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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***New Ability Word: Fateful Hour***

Fateful hour is an ability word. It appears in italics at the beginning of abilities that improve if you're at 5 or less life. (An ability word has no rules meaning.)

Gavony Ironwright
{2}{W}
Creature -- Human Soldier
1/4
Fateful hour -- As long as you have 5 or less life, other creatures you control get +1/+4.

* Some fateful hour abilities that appear on instants and sorceries use the word "instead." The spells have an upgraded effect if you have 5 or less life at the time they resolve. You receive only the upgraded effect, not both effects.

* Other instants and sorceries have fateful hour abilities that don't use the word "instead." They provide an additional effect if you have 5 or less life at the time they resolve.

* Some fateful hour abilities (like Gavony Ironwright's) are static abilities. These abilities constantly check whether you have 5 or less life to see if the bonus applies. These abilities function only on the battlefield.

* A creature whose toughness is being increased by a fateful hour ability loses that bonus as soon as its controller has 6 or more life. If damage marked on the creature is greater than or equal to its toughness after the fateful hour ability stops applying, the creature is destroyed and put into its owner's graveyard.
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***Cycle: "Increasing" Flashback Spells***

A cycle of cards with flashback in the _Dark Ascension_ set have an increased effect when cast from a graveyard. They all have the word "Increasing" in their names.

Increasing Savagery
{2}{G}{G}
Sorcery
Put five +1/+1 counters on target creature. If Increasing Savagery was cast from a graveyard, put ten +1/+1 counters on that creature instead.
Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* Although flashback is the most common way to cast a spell from a graveyard, you get the bigger effect if you cast an Increasing spell from a graveyard through any means.

* The targeting requirement (if any) of an Increasing spell doesn't change, even if you're casting the card from a graveyard. Increasing Savagery always targets a single creature, for example.

* If an Increasing card was cast from a graveyard, it has only the increased effect, not both effects.
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***Rules Note: Activated Abilities and Sacrificing Creatures***

Many cards in both the _Innistrad_ and _Dark Ascension_ sets have activated abilities that include sacrificing a creature as part of the activation cost (costs appear before the colon (:) in an activated ability). Other cards in these sets have triggered abilities when trigger whenever a creature dies.

* An activated ability is put on the stack just prior to its cost being paid. If paying this cost causes any triggered abilities to trigger, those abilities are put on the stack after the activated ability.

* If multiple triggered abilities trigger at the same time, the active player puts his or her abilities on the stack in any order, then each other player in turn order does the same. The abilities controlled by the last player to do so will resolve first. The active player's triggered abilities will resolve last.

* All triggered abilities in this case will resolve before the activated ability whose cost caused them to trigger.
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CARD-SPECIFIC NOTES

(front side)
Afflicted Deserter
{3}{R}
Creature -- Human Werewolf
3/2
At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.

(back side)
Werewolf Ransacker
*red*
Creature -- Werewolf
5/4
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.

* You choose the target artifact when Werewolf Ransacker's first triggered ability goes on the stack. You choose whether or not to destroy the artifact when that ability resolves.

* If the targeted artifact is indestructible or regenerates (or you choose not to destroy it), Werewolf Ransacker doesn't deal damage to that artifact's controller. Similarly, if the targeted artifact is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, Werewolf Ransacker doesn't deal damage to that artifact's controller.

* An artifact token that's destroyed is put into its owner's graveyard before it ceases to exist. If a token is destroyed by Werewolf Ransacker ability, Werewolf Ransacker deals damage to that token's controller.

* If something becomes a copy of Werewolf Ransacker, that doesn't count as "transforming into Werewolf Ransacker." The first triggered ability of the new Werewolf Ransacker doesn't trigger.
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Alpha Brawl
{6}{R}{R}
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.

* The two parts of Alpha Brawl's effect happen sequentially: first the targeted creature deals damage, then the other creatures deal damage. State-based actions aren't checked in the middle, so creatures that are dealt lethal damage by the targeted creature will still deal damage.

* None of the damage dealt due to Alpha Brawl is combat damage.

* Combat abilities like first strike, double strike, and trample don't apply and will have no impact on Alpha Brawl's effect.

* Abilities like lifelink and deathtouch that care about any kind of damage are taken into account.

* If the targeted creature has infect or wither, the damage it deals will result in -1/-1 counters being put on each creature it deals damage to. The power of those creatures will be reduced when they deal damage back to the targeted creature.

* The damage dealt by the targeted creature is not divided in any way. For example, if a 3/3 creature is targeted, it will deal 3 damage to each other creature controlled by its controller.
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Altar of the Lost
{3}
Artifact
Altar of the Lost enters the battlefield tapped.
{T}: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells with flashback from a graveyard.

* Altar of the Lost doesn't allow you to cast spells from any other player's graveyard, although you can spend the mana it produces on such spells if something else allows you to.

* You can spend mana produced by Altar of the Lost to cast any spell with flashback that you cast from a graveyard. You don't have to be using flashback to cast that spell, however, as long as something else is allowing you to cast that spell.
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Archangel's Light
{7}{W}
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.

* Archangel's Light isn't put into the graveyard until after its instructions are followed. You won't gain 2 life for it, and it won't be shuffled into your library.

* If you have no cards in your graveyard, you won't gain any life, but you'll still shuffle your library.
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Avacyn's Collar
{1}
Artifact -- Equipment
Equipped creature gets +1/+0 and has vigilance.
Whenever equipped creature dies, if it was a Human, put a 1/1 white Spirit creature token with flying onto the battlefield.
Equip {2}

* The triggered ability checks whether the equipped creature as it last existed on the battlefield was a Human. (It doesn't matter what its creature types are in the graveyard.)
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Beguiler of Wills
{3}{U}{U}
Creature -- Human Wizard
1/1
{T}: Gain control of target creature with power less than or equal to the number of creatures you control.

* In order to activate the ability, you must be able to target a creature with power less than or equal to the number of creatures you control. The comparison is made again when the ability resolves. If the power is greater than the number of creatures you control at that time, the target is illegal and the ability is countered.

* The control-changing effect lasts indefinitely, even if the power of the creature becomes greater than the number of creatures you control after the ability resolves.
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Blood Feud
{4}{R}{R}
Sorcery
Target creature fights another target creature. (Each deals damage equal to its power to the other.)

* Blood Feud can target two creatures with the same controller.
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Bone to Ash
{2}{U}{U}
Instant
Counter target creature spell.
Draw a card.

* If the creature spell is an illegal target (because it's left the stack, for example) when Bone to Ash tries to resolve, Bone to Ash will be countered and none of its effects will happen. You won't draw a card.

* A creature spell that can't be countered by spells and abilities is a legal target for Bone to Ash. The creature spell won't be countered when Bone to Ash resolves, but you'll still draw a card.
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Break of Day
{1}{W}
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour -- If you have 5 or less life, those creatures also are indestructible this turn. (Lethal damage and effects that say "destroy" don't destroy them.)

* Because Break of Day refers to "those creatures," it affects only creatures you control when it resolves. It won't affect creatures that come under your control later in the turn. (Normally, an effect that made creatures you control indestructible would affect creatures that came under your control later in the turn.)

* Break of Day checks your life total only at the time it resolves. Any creatures that became indestructible will continue to be indestructible that turn even if you gain life.
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Burden of Guilt
{W}
Enchantment -- Aura
Enchant creature
{1}: Tap enchanted creature.

* Only Burden of Guilt's controller can activate its ability.
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Call to the Kindred
{3}{U}
Enchantment -- Aura
Enchant creature
At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.

* The creature need only share one creature type with enchanted creature, not necessarily all of them. For example, if the enchanted creature was a Human Soldier, you could put a Human Wizard creature card, a Goblin Soldier creature card, or a Human Soldier Ally creature card onto the battlefield.
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(front face)
Chalice of Life
{3}
Artifact
{T}: You gain 1 life. Then if you have at least 10 life more than your starting life total, transform Chalice of Life.

(back face)
Chalice of Death
Artifact
{T}: Target player loses 5 life.

* Your starting life total is the life total you began the game with. For most two-player formats, this is 20. For Two-Headed Giant, it's the life total your team started with, usually 30. In Commander games, the starting life total is 40.

* You check your life total to see if Chalice of Life transforms only when its ability resolves.
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Chant of the Skifsang
{2}{U}
Enchantment -- Aura
Enchant creature
Enchanted creature gets -13/-0.

* A creature with power 0 or less assigns no combat damage. (It doesn't assign a negative amount of combat damage.)
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(front face)
Chosen of Markov
{2}{B}
Creature -- Human
2/2
{T}, Tap an untapped Vampire you control: Transform Chosen of Markov.

(back face)
Markov's Servant
*black*
Creature -- Vampire
4/4

* You can tap any untapped Vampire you control, including one you haven't controlled continuously since the beginning of your most recent turn, to pay the cost of Chosen of Markov's activated ability. You must have controlled Chosen of Markov continuously since the beginning of your most recent turn, however.
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Clinging Mists
{2}{G}
Instant
Prevent all combat damage that would be dealt this turn.
Fateful hour -- If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.

* In most cases, attacking creatures will already be tapped. They still won't untap during their controller's next untap step.

* Clinging Mists doesn't track the controller of the attacking creatures. If one of them changes controller before its previous controller's next untap step, it won't untap during its new controller's next untap step.
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Counterlash
{4}{U}{U}
Instant
Counter target spell. You may cast a nonland card in your hand that shares a card type with that spell without paying its mana cost.

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

* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs, such as kicker costs. If the card has mandatory additional costs, you must pay those.

* If the card has {X} in its mana cost, you must choose 0 as its value.
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Curse of Bloodletting
{3}{R}{R}
Enchantment -- Aura Curse
Enchant player
If a source would deal damage to enchanted player, it deals double that damage to that player instead.

* Curse of Bloodletting works with any damage, not just combat damage. It also doesn't matter who controls the source of the damage that's being dealt.

* The source of the damage doesn't change. A spell that deals damage will specify the source of the damage, often the spell itself. An ability that deals damage will also specify the source of the damage, although the ability itself will never be that source. Often the source of the ability is also the source of the damage.

* If more than one Curse of Bloodletting enchants the same player, damage dealt to that player will double for each one (two of them will end up multiplying the damage by four, three of them by eight, and four of them by sixteen).

* If multiple effects modify how damage will be dealt to the enchanted player, that player chooses the order to apply the effects. For example, Mending Hands says, "Prevent the next 4 damage that would be dealt to target creature or player this turn." Suppose a spell would deal 5 damage to enchanted player and that player has cast Mending Hands targeting him or herself. The enchanted player can either (a) prevent 4 damage first and then let Curse of Bloodletting's effect double the remaining 1 damage, taking 2 damage, or (b) double the damage to 10 and then prevent 4 damage, taking 6 damage.

* If the enchanted player controls a planeswalker and noncombat damage is being dealt to the player from a source controlled by an opponent, the enchanted player will choose whether to apply Curse of Bloodletting or the planeswalker redirection effect first. If the player chooses to apply the planeswalker redirection effect first, and the opponent chooses to redirect the damage to the planeswalker, then Curse of Bloodletting won't double the damage.
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Curse of Echoes
{4}{U}
Enchantment -- Aura Curse
Enchant player
Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy he or she controls.

* When the triggered ability resolves, it creates a copy of that spell for each other player. The active player creates his or her copy and may choose new targets first (if that player isn't the enchanted player), then each other player (except the enchanted player) creates his or her copy and may choose new targets in turn order. The last player who creates his or her copy controls the copy that will resolve first.

* All the copies are created on the stack, so none of them are cast. Abilities that trigger when a player casts a spell won't trigger. The copies will then resolve as normal, after players get a chance to cast spells and activate abilities.

* Each copy will have the same targets as the spell it's copying unless its controller chooses new ones. That player may change any number of the targets, including all of them or none of them. If, for one of the targets, that player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).

* If the original spell is modal (that is, it says "Choose one --" or the like), each copy will have the same mode(s). You can't choose different ones.

* If the original spell has an X whose value was determined as it was cast, each copy has the same value of X.

* You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if the enchanted player sacrifices a 3/3 creature to cast Fling, each copy of Fling will also deal 3 damage.
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Curse of Exhaustion
{2}{W}{W}
Enchantment -- Aura Curse
Enchant player
Enchanted player can't cast more than one spell each turn.

* Curse of Exhaustion will look at the entire turn to see if the enchanted player has cast a spell yet that turn, even if Curse of Exhaustion wasn't on the battlefield when that spell was cast.
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Curse of Misfortunes
{4}{B}
Enchantment -- Aura Curse
Enchant player
At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle your library.

* The Curse card you put onto the battlefield must have a different name than each other Curse enchanting the enchanted player when the triggered ability resolves. If multiple of these abilities trigger, the Curse card you put onto the battlefield when the first resolves may impact your choices for each subsequent one.
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Curse of Thirst
{4}{B}
Enchantment -- Aura Curse
Enchant player
At the beginning of enchanted player's upkeep, Curse of Thirst deals damage to that player equal to the number of Curses attached to him or her.

* The number of Curses attached to the player is counted when the ability resolves.
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Deadly Allure
{B}
Sorcery
Target creature gains deathtouch until end of turn and must be blocked this turn if able.
Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* If the target creature is attacking, the defending player must assign at least one blocker to it during the declare blockers step if that player controls any creatures that could block it.
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Death's Caress
{3}{B}{B}
Sorcery
Destroy target creature. If that creature was a Human, you gain life equal to its toughness.

* Check the creature as it last existed on the battlefield to determine if it was a Human. If it was, use its toughness as it last existed on the battlefield to determine how much life is gained.

* If the target creature isn't on the battlefield or is otherwise an illegal target when Death's Caress tries to resolve, Death's Caress is countered and none of its effects will happen. You won't gain any life.

* If Death's Caress resolves but the target creature isn't destroyed, perhaps because it's indestructible or it regenerated, you still check if it's a Human. If so, you'll gain life equal to its toughness.
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Deranged Outcast
{1}{G}
Creature -- Human Rogue
2/1
{1}{G}, Sacrifice a Human: Put two +1/+1 counters on target creature.

* You can sacrifice any Human you control, including Deranged Outcast itself.

* Because targets are chosen before costs are paid, you can activate Deranged Outcast's ability targeting itself and then sacrifice Deranged Outcast to pay the cost.
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Drogskol Reaver
{5}{W}{U}
Creature -- Spirit
3/5
Flying, double strike, lifelink
Whenever you gain life, draw a card.

* If Drogskol Reaver deals enough first-strike damage to destroy each creature it's blocking or was blocked by, it won't deal any damage during the regular combat damage step (unless it's attacking and somehow gains trample). Its ability won't trigger a second time that combat.

* The ability triggers just once for each life-gaining event, no matter how much life was gained.

* If multiple creatures with lifelink you control deal combat damage at the same time, the damage dealt by each of those creatures is a separate life-gaining event and Drogskol Reaver's ability will trigger that many times.

* If a creature with lifelink you control deals damage to multiple creatures, players, and/or planeswalkers at the same time, the ability will trigger just once. The damage dealt by that creature is a single life-gaining event.
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Dungeon Geists
{2}{U}{U}
Creature -- Spirit
3/3
Flying
When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists.

* If another player gains control of Dungeon Geists, the creature will no longer be affected by the ability preventing it from untapping, even if you later regain control of Dungeon Geists.

* If you gain control of the creature that's being prevented from untapping, that creature won't untap during your untap step for as long as you control Dungeon Geists.
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(front face)
Elbrus, the Binding Blade
{7}
Legendary Artifact -- Equipment
Equipped creature gets +1/+0.
When equipped creature deals combat damage to a player, unattach Elbrus, the Binding Blade, then transform it.
Equip {1}

(back face)
Withengar Unbound
*black*
Legendary Creature -- Demon
13/13
Flying, intimidate, trample
Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.

* The "legend rule" checks only for permanents with exactly the same name. Elbrus, the Binding Blade and Withengar Unbound can be on the battlefield at the same time without either going to its owner's graveyard.

* Elbrus will transform even if you are unable to unattach it (most likely because the equipped creature died).

* If the equipped creature deals combat damage to more than one player at the same time, perhaps because some of its combat damage was redirected, Elbrus's ability will trigger once for each player it deals combat damage to. This may cause it to become unattached, transform, then transform again. If it transforms back into Elbrus, it will remain unattached.

* Withengar's triggered ability will trigger no matter how a player loses the game: due to a state-based action (as a result of having a life total of 0 or less, trying to draw a card from an empty library, or having ten poison counters), a spell or ability that says that player loses the game, a concession, or a game loss awarded by a judge.

* In a multiplayer game using the limited range of influence option (such as a Grand Melee game), if a spell or ability says that you win the game, it instead causes all of your opponents within your range of influence to lose the game. This is another way by which Withengar's ability can trigger.
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Erdwal Ripper
{1}{R}{R}
Creature -- Vampire
2/1
Haste
Whenever Erdwal Ripper deals combat damage to a player, put a +1/+1 counter on it.

* The +1/+1 counter isn't put on the creature in time to increase the amount of combat damage dealt during that combat step.

* If this creature deals combat damage to multiple players simultaneously, perhaps because some combat damage was redirected, its ability will trigger for each of those players.
-----

Faith's Shield
{W}
Instant
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour -- If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.

* Faith's Shield targets a permanent regardless of how much life you have. If that permanent is an illegal target when Faith's Shield tries to resolve, Faith's Shield will be countered and none of its effects will happen. Neither you nor any of your permanents will gain protection from a color.

* You choose only one color (not one color per player and permanent). You choose the color as Faith's Shield resolves.

* A player with protection from a color can't be damaged, enchanted (including by Curses), or targeted by anything of that color.
-----

Falkenrath Aristocrat
{2}{B}{R}
Creature -- Vampire
4/1
Flying, haste
Sacrifice a creature: Falkenrath Aristocrat is indestructible this turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat.

* The ability checks whether the sacrificed creature as it last existed on the battlefield was a Human. (It doesn't matter what its creature types are in the graveyard.)

* You can sacrifice Falkenrath Aristocrat itself to activate its ability.
-----

Falkenrath Torturer
{2}{B}
Creature -- Vampire
2/1
Sacrifice a creature: Falkenrath Torturer gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Torturer.

* The ability checks whether the sacrificed creature as it last existed on the battlefield was a Human. (It doesn't matter what its creature types are in the graveyard.)

* You can sacrifice Falkenrath Torturer itself to activate its ability.
-----

Farbog Boneflinger
{4}{B}
Creature -- Zombie
2/2
When Farbog Boneflinger enters the battlefield, target creature gets -2/-2 until end of turn.

* Farbog Boneflinger's ability is mandatory. If it's the only creature on the battlefield, you must choose it as the target and give it -2/-2 until end of turn.
-----

Favor of the Woods
{2}{G}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature blocks, you gain 3 life.

* The ability will trigger only once per combat, even if the enchanted creature somehow blocks multiple attacking creatures.
-----

Feed the Pack
{5}{G}
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, put X 2/2 green Wolf creature tokens onto the battlefield, where X is the sacrificed creature's toughness.

* You choose whether to sacrifice a nontoken creature and which creature to sacrifice when Feed the Pack's ability resolves.

* Check the sacrificed creature's toughness as it last existed on the battlefield to determine how many Wolves you put onto the battlefield.
-----

Fiend of the Shadows
{3}{B}{B}
Creature -- Vampire Wizard
3/3
Flying
Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from his or her hand. You may play that card for as long as it remains exiled.
Sacrifice a Human: Regenerate Fiend of the Shadows.

* Playing a card exiled with Fiend of the Shadows follows all the normal rules for playing that card. You must pay its costs, and you must follow all timing restrictions, for example.

* You may only play the card, meaning play it as a land or cast it as a spell. It's not in your hand. You can't discard it, activate its cycling abilities, and so on.

* As long as the card remains exiled, you may still play it, even if Fiend of the Shadows leaves the battlefield or changes controllers.

* If this creature deals combat damage to multiple players simultaneously, perhaps because some combat damage was redirected, its ability will trigger for each of those players.
-----

Flayer of the Hatebound
{5}{R}
Creature -- Devil
4/2
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever Flayer of the Hatebound or another creature enters the battlefield from your graveyard, that creature deals damage equal to its power to target creature or player.

* Flayer of the Hatebound's last ability will trigger even if a creature enters the battlefield from your graveyard under another player's control.

* The creature that entered the battlefield from your graveyard deals damage equal to its current power (including any +1/+1 counters it entered the battlefield with) to the target creature or player. If it's no longer on the battlefield when the ability resolves, its last known existence on the battlefield is checked to determine its power.

* Flayer of the Hatebound is the source of the ability, but it may be another creature that is the source of the damage. If a black creature enters the battlefield from your graveyard, the ability could target a creature with protection from black, although the damage will be prevented. It couldn't target a creature with protection from red.

* Since damage is dealt by the creature, abilities like lifelink and deathtouch are taken into account, even if the creature has left the battlefield by the time it deals damage.

* If you cast a creature card from your graveyard, that card will be put on the stack before entering the battlefield. Flayer of the Hatebound won't trigger.
-----

Fling
{1}{R}
Instant
As an additional cost to cast Fling, sacrifice a creature.
Fling deals damage equal to the sacrificed creature's power to target creature or player.

* Players can only respond once Fling has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting Fling.

* Check the sacrificed creature's last known existence on the battlefield to determine its power.

* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
-----

Forge Devil
{R}
Creature -- Devil
1/1
When Forge Devil enters the battlefield, it deals 1 damage to target creature and 1 damage to you.

* Forge Devil's ability is mandatory. If it's the only creature on the battlefield, you'll have to choose it as the target and have it deal 1 damage to itself and 1 damage to you.
-----

Ghoultree
{7}{G}
Creature -- Zombie Treefolk
10/10
Ghoultree costs {1} less to cast for each creature card in your graveyard.

* Ghoultree's ability can't reduce the total cost to cast the spell below {G}.

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

Grafdigger's Cage
{1}
Artifact
Creature cards can't enter the battlefield from graveyards or libraries.
Players can't cast cards in graveyards or libraries.

* If a creature card tries to enter the battlefield from a graveyard or library, it stays in its current zone.
-----

Gravecrawler
{B}
Creature -- Zombie
2/1
Gravecrawler can't block.
You may cast Gravecrawler from your graveyard as long as you control a Zombie.

* Gravecrawler's ability doesn't change when you could cast it.

* Once you've cast Gravecrawler and it's on the stack, it doesn't matter if you lose control of the other Zombie.
-----

Gravepurge
{2}{B}
Instant
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.

* You choose the order of the cards you put on top of your library.

* You can cast Gravepurge with zero targets. If you do, you'll draw a card as the spell resolves.

* If you cast Gravepurge with at least one target and all of those targets become illegal, the spell will be countered and you won't get to draw a card.
-----

Grim Flowering
{5}{G}
Sorcery
Draw a card for each creature card in your graveyard.

* Count the number of creature cards in your graveyard when Grim Flowering resolves.
-----

Haunted Fengraf
Land
{T}: Add {1} to your mana pool.
{3}, {T}, Sacrifice Haunted Fengraf: Return a creature card at random from your graveyard to your hand.

* The creature card returned to your hand is chosen at random as the ability resolves. If any player responds to the ability, that player won't yet know what card will be returned.

* Because the ability doesn't target any creature card, any creature card put into the graveyard in response to that ability may be returned to your hand.
-----

Havengul Lich
{3}{U}{B}
Creature -- Zombie Wizard
4/4
{1}: You may cast target creature card in a graveyard this turn. When you cast that card this turn, Havengul Lich gains all activated abilities of that card until end of turn.

* Havengul Lich's activated ability creates a delayed triggered ability that triggers when you cast the creature card. This triggered ability will go on the stack on top of the creature spell and will resolve before the creature spell will.

* If you don't cast the creature card that turn, Havengul Lich won't gain any of its abilities.

* Havengul Lich gains the activated abilities of the card while that card is still a spell on the stack.
-----

Havengul Runebinder
{2}{U}{U}
Creature -- Human Wizard
2/2
{2}{U}, {T}, Exile a creature card from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield, then put a +1/+1 counter on each Zombie creature you control.

* Although players may respond to the activated ability, they can't respond to the paying of its costs. The creature card will already be exiled by the time any player could respond.

* The Zombie creature token you put onto the battlefield will also get a +1/+1 counter.
-----

Heckling Fiends
{2}{R}
Creature -- Devil
2/2
{2}{R}: Target creature attacks this turn if able.

* The creature's controller still decides which player or planeswalker the creature attacks.

* If, during a player's declare attackers step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
-----

Hellrider
{2}{R}{R}
Creature -- Devil
3/3
Haste
Whenever a creature you control attacks, Hellrider deals 1 damage to defending player.

* This damage is not combat damage and may be redirected to a planeswalker controlled by the defending player.

* If a creature you control attacks a planeswalker, the defending player is the controller of that planeswalker.

* In some multiplayer variants, creatures you control may attack multiple players and/or planeswalkers. For each attacking creature, Hellrider will deal damage to the corresponding defending player.
-----

Helvault
{3}
Legendary Artifact
{1}, {T}: Exile target creature you control.
{7}, {T}: Exile target creature you don't control.
When Helvault is put into a graveyard from the battlefield, return all cards exiled with it to the battlefield under their owners' control.

* Helvault's first and third abilities are linked. Similarly, Helvault's second and third abilities are linked. Only cards exiled as a result of Helvault's first or second abilities will be returned to the battlefield by its third ability.
-----

(front face)
Hinterland Hermit
{1}{R}
Creature -- Human Werewolf
2/1
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.

(back face)
Hinterland Scourge
*red*
Creature -- Werewolf
3/2
Hinterland Scourge must be blocked if able.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Hinterland Scourge.

* If Hinterland Scourge is attacking, the defending player must assign at least one blocker to it during the declare blockers step if that player controls any creatures that could block it.
-----

Hollowhenge Spirit
{3}{W}
Creature -- Spirit
2/2
Flash (You may cast this spell any time you could cast an instant.)
Flying
When Hollowhenge Spirit enters the battlefield, remove target attacking or blocking creature from combat.

* Removing an attacking creature from combat doesn't untap that creature.

* Removing a blocking creature from combat doesn't cause the creature it was blocking to become unblocked. If no other creatures are blocking that attacking creature, it won't assign combat damage (unless it has trample).

* If there are multiple combat phases in a turn, a creature that's been removed from combat can still attack or block in future combat steps that turn.
-----

Immerwolf
{1}{R}{G}
Creature -- Wolf
2/2
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Other Wolf and Werewolf creatures you control get +1/+1.
Non-Human Werewolves you control can't transform.

* A creature that's both a Wolf and a Werewolf gets the bonus only once.

* Immerwolf's bonus never applies to itself, even if it somehow becomes a Werewolf creature.

* A "non-Human Werewolf" is a creature that is a Werewolf but is not a Human.
-----

Increasing Confusion
{X}{U}
Sorcery
Target player puts the top X cards of his or her library into his or her graveyard. If Increasing Confusion was cast from a graveyard, that player puts twice that many cards into his or her graveyard instead.
Flashback {X}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* Regardless of which zone Increasing Confusion is cast from, it puts cards from the top of target player's library into that player's graveyard.
-----

Increasing Vengeance
{R}{R}
Instant
Copy target instant or sorcery spell you control. If Increasing Vengeance was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback {3}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* Increasing Vengeance can target (and copy) any instant or sorcery spell you control, not just one with targets.

* When Increasing Vengeance resolves, it creates one or two copies of a spell. You control each of the copies. Those copies are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell won't trigger. The copies will then resolve like normal spells, after players get a chance to cast spells and activate abilities.

* Each of the copies will have the same targets as the spell 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). If there are two copies, you may change the targets of each of them to different legal targets.

* If the spell Increasing Vengeance copies is modal (that is, it says "Choose one --" or the like), the copies will have the same mode(s). You can't choose different ones.

* If the spell Increasing Vengeance copies has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X.

* You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too. For example, if you sacrifice a 3/3 creature to cast Fling and then copy it with Increasing Vengeance, the copies of Fling will also deal 3 damage to its target.
-----

Lost in the Woods
{3}{G}{G}
Enchantment
Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.

* Removing an attacking creature from combat doesn't untap that creature.

* Because Lost in the Woods will trigger once for each creature that attacks you or a planeswalker you control, it's important to specify which trigger is associated with which attacking creature before revealing any cards.
-----

Markov Blademaster
{1}{R}{R}
Creature -- Vampire Warrior
1/1
Double strike
Whenever Markov Blademaster deals combat damage to a player, put a +1/+1 counter on it.

* The +1/+1 counter isn't put on Markov Blademaster in time to increase the amount of combat damage dealt during that combat step. However, the +1/+1 counter put on Markov Blademaster when first-strike damage is dealt will increase the amount of damage dealt during the regular combat damage step.

* If this creature deals combat damage to multiple players simultaneously, perhaps because some combat damage was redirected, its ability will trigger for each of those players.
-----

Markov Warlord
{5}{R}
Creature -- Vampire Warrior
4/4
Haste
When Markov Warlord enters the battlefield, up to two target creatures can't block this turn.

* You may target zero, one, or two creatures with Markov Warlord's enters-the-battlefield triggered ability.

* The creatures can't block any creatures that turn, not just Markov Warlord.
-----

Mikaeus, the Unhallowed
{3}{B}{B}{B}
Legendary Creature -- Zombie Cleric
5/5
Intimidate
Whenever a Human deals damage to you, destroy it.
Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

* Noncombat damage dealt to you by a Human and damage dealt to you by a Human you control will also cause Mikaeus's triggered ability to trigger.

* The +1/+1 bonus that Mikaeus gives to other non-Human creatures is not a counter and won't prevent the undying ability from working.

* Mikaeus, the Unhallowed and the Innistrad set's Mikaeus, the Lunarch can be on the battlefield at the same time. The "legend rule" applies only to legendary permanents that have exactly the same card name.
-----

(front face)
Mondronen Shaman
{3}{R}
Creature -- Human Werewolf Shaman
3/2
At the beginning of each upkeep, if no spells were cast last turn, transform Mondronen Shaman.

(back face)
Tovolar's Magehunter
*red*
Creature -- Werewolf
5/5
Whenever an opponent casts a spell, Tovolar's Magehunter deals 2 damage to that player.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Tovolar's Magehunter.

* Tovolar's Magehunter's first triggered ability will resolve before the spell that caused it to trigger. If this causes the player who cast that spell to lose the game, that spell won't resolve.
-----

Mystic Retrieval
{3}{U}
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* Mystic Retrieval can't target itself. It's on the stack when you choose its target.
-----

Predator Ooze
{G}{G}{G}
Creature -- Ooze
1/1
Predator Ooze is indestructible.
Whenever Predator Ooze attacks, put a +1/+1 counter on it.
Whenever a creature dealt damage by Predator Ooze this turn dies, put a +1/+1 counter on Predator Ooze.

* Each time a creature dies, check whether Predator Ooze had dealt any damage to it at any time during that turn. If so, Predator Ooze's ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
-----

Pyreheart Wolf
{2}{R}
Creature -- Wolf
1/1
Whenever Pyreheart Wolf attacks, each creature you control can't be blocked this turn except by two or more creatures.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

* Pyreheart Wolf's first triggered ability also affects creatures that weren't on the battlefield when it resolved but enter the battlefield later that turn. While this normally will have little impact, it could matter if those creatures enter the battlefield attacking or if there are multiple combat phases that turn.
-----

Relentless Skaabs
{3}{U}{U}
Creature -- Zombie
4/4
As an additional cost to cast Relentless Skaabs, exile a creature card from your graveyard.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

* When Relentless Skaabs returns to the battlefield because of its undying ability, it's not being cast. You won't exile a creature card from your graveyard.
-----

Saving Grasp
{U}
Instant
Return target creature you own to your hand.
Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* Saving Grasp can target any creature you own, even one controlled by another player.
-----

Scorch the Fields
{4}{R}
Sorcery
Destroy target land. Scorch the Fields deals 1 damage to each Human creature.

* If the targeted land is an illegal target when Scorch the Fields tries to resolve, it will be countered and none of its effects will happen. No damage will be dealt to any Human.

* Scorch the Fields doesn't target any Humans. You can cast Scorch the Fields even if there aren't any Humans on the battlefield.
-----

Séance
{2}{W}{W}
Enchantment
At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, put a token onto the battlefield that's a copy of that card except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.

* The copy doesn't have haste (unless the card it's copying has haste) and usually won't be able to attack.
-----

Secrets of the Dead
{2}{U}
Enchantment
Whenever you cast a spell from your graveyard, draw a card.

* Secrets of the Dead's triggered ability resolves before the spell you cast from your graveyard does.
-----

Skirsdag Flayer
{1}{B}
Creature -- Human Cleric
1/1
{3}{B}, {T}, Sacrifice a Human: Destroy target creature.

* You can sacrifice any Human you control, including Skirsdag Flayer itself.

* Because targets are chosen before costs are paid, you can activate Skirsdag Flayer's ability targeting itself and then sacrifice Skirsdag Flayer to pay the cost.
-----

Sorin, Lord of Innistrad
{2}{W}{B}
Planeswalker -- Sorin
3
[+1]: Put a 1/1 black Vampire creature token with lifelink onto the battlefield.
[-2]: You get an emblem with "Creatures you control get +1/+0."
[-6]: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.

* The emblems are cumulative. If you get two of them, creatures you control will get +2/+0.

* You can target a token creature with Sorin, Lord of Innistrad's third ability, but it won't return to the battlefield.

* If a creature with undying is destroyed by Sorin, Lord of Innistrad's third ability, the undying ability will trigger, but the creature will already have been returned to the battlefield by Sorin. The undying ability won't do anything when it resolves.

* If Sorin, Lord of Innistrad somehow becomes a creature, it can be chosen as a target of its own third ability. If Sorin, Lord of Innistrad is still on the battlefield when that ability resolves, it will then destroy Sorin and return him to the battlefield under your control.
-----

(front face)
Soul Seizer
{3}{U}{U}
Creature -- Spirit
1/3
Flying
When Soul Seizer deals combat damage to a player, you may transform it. If you do, attach it to target creature that player controls.

(back face)
Ghastly Haunting
*blue*
Enchantment -- Aura
Enchant creature
You control enchanted creature.

* You choose the target for Soul Seizer's triggered ability when that ability triggers and goes on the stack. You choose whether or not to transform it when that ability resolves. If the creature is an illegal target by that time, the ability is countered and none of its effects happen. You can't have Soul Seizer transform.

* If Soul Seizer leaves the battlefield in response to its triggered ability, you won't be able to transform it and it won't return to the battlefield or become attached to the target.

* If Soul Seizer has any +1/+1 counters on it when it transforms, they remain on Ghastly Haunting. They won't affect the power or toughness of the enchanted creature, however.

* If Soul Seizer deals combat damage to more than one player at the same time, perhaps because some of its combat damage was redirected, its triggered ability will trigger once for each of those players. Say you transform Soul Seizer into Ghastly Haunting for the first such ability to resolve. For the next ability, you may choose to transform it back into Soul Seizer. If you do, it will be a creature again and won't attach to anything; you aren't able to do anything between choosing whether to transform it and unattaching it.
-----

Spiteful Shadows
{1}{B}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature is dealt damage, it deals that much damage to its controller.

* Spiteful Shadows causes the enchanted creature to deal damage to its controller. Abilities like lifelink and infect will apply.
-----

Stromkirk Captain
{1}{B}{R}
Creature -- Vampire Soldier
2/2
First strike
Other Vampire creatures you control get +1/+1 and have first strike.

* If a creature with first strike deals damage in the first combat damage step, but then loses first strike before regular combat damage, it won't deal combat damage a second time (unless it also has double strike).
-----

Sudden Disappearance
{5}{W}
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.

* If Sudden Disappearance's delayed triggered ability is countered or otherwise removed from the stack after triggering, the exiled cards will remain in exile indefinitely. The delayed triggered ability will only trigger once.
-----

Thalia, Guardian of Thraben
{1}{W}
Legendary Creature -- Human Soldier
2/1
First strike
Noncreature spells cost {1} more to cast.

* The ability affects each spell that's not a creature spell, including your own.

* The ability affects the total cost of each noncreature spell, but it doesn't change that spell's mana cost or converted mana cost.

* When determining a spell's total cost, effects that increase the cost are applied before effects that reduce the cost.
-----

Thought Scour
{U}
Instant
Target player puts the top two cards of his or her library into his or her graveyard.
Draw a card.

* If the target player is an illegal target when Thought Scour tries to resolve, it will be countered and none of its effects will happen. You won't draw a card.

* Follow the instructions in the order listed on the card: if you target yourself, you'll put the top two cards of your library into your graveyard and then draw a card.
-----

Thraben Doomsayer
{1}{W}{W}
Creature -- Human Cleric
2/2
{T}: Put a 1/1 white Human creature token onto the battlefield.
Fateful hour -- As long as you have 5 or less life, other creatures you control get +2/+2.

* A creature whose toughness is being increased by Thraben Doomsayer's fateful hour ability loses that bonus as soon as its controller has 6 or more life (or as soon as Thraben Doomsayer leaves the battlefield). If damage marked on that creature is greater than or equal to its toughness after the fateful hour ability stops applying, the creature is destroyed and put into its owner's graveyard.

* If Thraben's Doomsayer's activated ability resolves while you have 5 or less life, the creature token will be 3/3 as it enters the battlefield.
-----

Tower Geist
{3}{U}
Creature -- Spirit
2/2
Flying
When Tower Geist enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

* If there's only one card in your library when Tower Geist enters the battlefield, you'll look at that card and put it into your hand.
-----

Tracker's Instincts
{1}{G}
Sorcery
Reveal the top four cards of your library. Put a creature card from among them into your hand and the rest into your graveyard.
Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

* You must put a creature card from among the revealed cards into your hand if one is there, even if you'd rather put all the revealed cards into your graveyard.
-----

Vault of the Archangel
Land
{T}: Add {1} to your mana pool.
{2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.

* Vault of the Archangel's last ability affects only creatures you control when that ability resolves. It won't affect creatures that come under your control later in the turn.

* Multiple instances of deathtouch or lifelink on the same creature are redundant.
-----

Village Survivors
{4}{G}
Creature -- Human
4/5
Vigilance
Fateful hour -- As long as you have 5 or less life, other creatures you control have vigilance.

* Tapping creatures to attack with them happens just before any required costs to attack with those creatures are paid. If paying such a cost causes your life total to fall below 6, your tapped attackers will have vigilance, but the ability will have no benefit that combat.
-----

Warden of the Wall
{3}
Artifact
Warden of the Wall enters the battlefield tapped.
{T}: Add {1} to your mana pool.
As long as it's not your turn, Warden of the Wall is a 2/3 Gargoyle artifact creature with flying.

* Warden of the Wall still has the ability to tap for mana when it's not your turn.
-----

(front face)
Wolfbitten Captive
{G}
Creature -- Human Werewolf
1/1
{1}{G}: Wolfbitten Captive gets +2/+2 until end of turn. Activate this ability only once each turn.
At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive.

(back face)
Krallenhorde Killer
*green*
Creature -- Werewolf
2/2
{3}{G}: Krallenhorde Killer gets +4/+4 until end of turn. Activate this ability only once each turn.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Krallenhorde Killer.

* You can activate Wolfbitten Captive's ability, let it transform into Krallenhorde Killer, then activate Krallenhorde Killer's ability, all on the same turn, and vice versa.

* If you activate one face's ability, and some effect causes the card to transform twice that turn, you won't be able to activate that face's ability again that turn.
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Wolfhunter's Quiver
{1}
Artifact -- Equipment
Equipped creature has "{T}: This creature deals 1 damage to target creature or player" and "{T}: This creature deals 3 damage to target Werewolf creature."
Equip {5}

* Only the equipped creature's controller can activate the abilities it gains from Wolfhunter's Quiver.

* For each of the activated abilities, the equipped creature is the source of the ability and the damage. For example, if the equipped creature is not an artifact, you could activate either ability targeting a creature with protection from artifacts.

* You could activate the first ability targeting a Werewolf creature if you wanted to.
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Wrack with Madness
{3}{R}
Sorcery
Target creature deals damage to itself equal to its power.

* Creature abilities like deathtouch or lifelink may affect the results of the damage dealt.
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Zombie Apocalypse
{3}{B}{B}{B}
Sorcery
Return all Zombie creature cards from your graveyard to the battlefield tapped, then destroy all Humans.

* All Humans are destroyed, not just ones you control.

* If a creature card in your graveyard is both a Zombie and a Human, it will be returned to the battlefield tapped, then be destroyed.
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