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New Phyrexia FAQ Document

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Wizards of the Coast Frequently Asked Questions document for the third set in the Scars of Mirrodin block, New Phyrexia. Explains game rules, themes, etc.
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MTG Realm © 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved. _New Phyrexia_(TM) Frequently Asked Questions Compiled by Matt Tabak, with contributions from Laurie Cheers, Mark L. Gottlieb, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen Document last modified April 25, 2011 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 As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated.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 new 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. ----- GENERAL NOTES ***The War*** The outcome of the conflict between the Phyrexians and Mirrans was unknown for a time, and two possible conclusions to the _Scars of Mirrodin_(TM) block were presented: _New Phyrexia_ and _Mirrodin Pure_. The Phyrexians won the war. _New Phyrexia_ is set 3 of 3 in the _Scars of Mirrodin_(TM) block; the _Mirrodin Pure_ set does not exist. Despite the Phyrexian victory, some pockets of Mirran survivors can be found. Like cards in the first two sets in this block, each card in the _New Phyrexia_ set (other than basic lands and planeswalkers) has an identifying insignia in its text box that shows what faction it belongs to. (The Mirran insignia looks like a segmented ring. The Phyrexian insignia looks like a circle with a slash through it.) Faction insignias have no effect on game play. ***Release Information*** The _New Phyrexia_ set contains 175 cards (60 common, 60 uncommon, 35 rare, 10 mythic rare, and 10 basic land). Prerelease events: May 7-8, 2011 Launch Parties: May 13-15, 2011 The _New Phyrexia_ set becomes legal for sanctioned Constructed play on its official release date: Friday, May 13, 2011. -- At that time, the following card sets will be permitted in the Standard format: _Zendikar_(R), _Worldwake_(R), _Rise of the Eldrazi_(R), _Magic 2011_, _Scars of Mirrodin_, _Mirrodin Besieged_(TM), and _New Phyrexia_. 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. ----- ***New Mechanic: Phyrexian Mana Symbols*** Under Phyrexian rule, the very nature of magic is changing. In some cases, blood works just as well as mana. Phyrexian mana allows players to cast spells and activate abilities with fewer mana and to ignore colored mana requirements.
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Page 1: New Phyrexia FAQ Document

MTG Realm

© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

_New Phyrexia_(TM) Frequently Asked Questions Compiled by Matt Tabak, with contributions from Laurie Cheers, Mark L. Gottlieb, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen Document last modified April 25, 2011 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 new 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. ----- GENERAL NOTES ***The War*** The outcome of the conflict between the Phyrexians and Mirrans was unknown for a time, and two possible conclusions to the _Scars of Mirrodin_(TM) block were presented: _New Phyrexia_ and _Mirrodin Pure_. The Phyrexians won the war. _New Phyrexia_ is set 3 of 3 in the _Scars of Mirrodin_(TM) block; the _Mirrodin Pure_ set does not exist. Despite the Phyrexian victory, some pockets of Mirran survivors can be found. Like cards in the first two sets in this block, each card in the _New Phyrexia_ set (other than basic lands and planeswalkers) has an identifying insignia in its text box that shows what faction it belongs to. (The Mirran insignia looks like a segmented ring. The Phyrexian insignia looks like a circle with a slash through it.) Faction insignias have no effect on game play. ***Release Information*** The _New Phyrexia_ set contains 175 cards (60 common, 60 uncommon, 35 rare, 10 mythic rare, and 10 basic land). Prerelease events: May 7-8, 2011 Launch Parties: May 13-15, 2011 The _New Phyrexia_ set becomes legal for sanctioned Constructed play on its official release date: Friday, May 13, 2011. -- At that time, the following card sets will be permitted in the Standard format: _Zendikar_(R), _Worldwake_(R), _Rise of the Eldrazi_(R), _Magic 2011_, _Scars of Mirrodin_, _Mirrodin Besieged_(TM), and _New Phyrexia_. 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. ----- ***New Mechanic: Phyrexian Mana Symbols*** Under Phyrexian rule, the very nature of magic is changing. In some cases, blood works just as well as mana. Phyrexian mana allows players to cast spells and activate abilities with fewer mana and to ignore colored mana requirements.

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Thundering Tanadon {4}{G/P}{G/P} Artifact Creature -- Beast 5/4 ({G/P} can be paid with either {G} or 2 life.) Trample Visually, each Phyrexian mana symbol looks like the Phyrexian insignia (a circle with a slash through it) on one of five colored backgrounds, each corresponding to one of the five colors of mana. Each Phyrexian mana symbol represents a cost that can be paid in two ways: by spending one mana of the color that matches the colored background or by paying 2 life. For example, {G/P} can be paid with either {G} or 2 life. It's a green mana symbol. * Phyrexian mana symbols appear only in costs, such as the mana cost in the upper right corner of a card or the cost to activate an activated ability. * A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid. For example, the Thundering Tanadon above is green, even if a player spent {R}{R}{R}{R} and paid 4 life to cast it. * To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1. * As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X. * If you're at 1 life or less, you can't pay 2 life. * Phyrexian mana is not a new color. Players can't add Phyrexian mana to their mana pools. ----- ***Cycle: Chancellors*** The Chancellors are powerful members of the Phyrexian leadership. Each allows you to impact the game before it even begins. Chancellor of the Dross {4}{B}{B}{B} Creature -- Vampire 6/6 You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent loses 3 life, then you gain life equal to the life lost this way. * Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans. * After all players have decided not to take any more mulligans, if the starting player has any Chancellors or other cards that allow actions to be taken with them from a player's opening hand (such as Leyline of the Void), that player may take the actions of any of those cards. The starting player repeats this, taking all actions he or she wishes to, one at a time. Then each other player in turn order may do the same. * After each player has exercised his or her option to take actions from his or her opening hand, the first turn of the game begins. * Any Chancellor revealed this way remains revealed until the first turn of the game begins. * Once a Chancellor has been revealed this way, the same physical card can't be revealed again for additional effect. -----

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

***Cycle: Splicers*** Creatures in the _New Phyrexia_ set with "Splicer" in their names produce Golem tokens when they enter the battlefield and provide a bonus to each Golem you control. Sensor Splicer {4}{W} Creature -- Artificer 1/1 When Sensor Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield. Golem creatures you control have vigilance. * The bonus provided by each Splicer applies to all Golem creatures you control, not just the tokens put onto the battlefield with its triggered ability. ----- ***Cycle: Exarchs*** Creatures in the _New Phyrexia_ set with "Exarch" in their names have modal abilities that give you a choice of two effects when they enter the battlefield. Tormentor Exarch {3}{R} Creature -- Cleric 2/2 When Tormentor Exarch enters the battlefield, choose one -- Target creature gets +2/+0 until end of turn; or target creature gets -0/-2 until end of turn. * You choose which mode you're using when the ability goes on the stack. Once this choice is made, the mode can't be changed. * You can't choose a mode that requires a target unless you are able to choose a legal target. * While the ability is on the stack, treat it as if the mode you didn't choose doesn't exist. You don't select targets for that mode. ----- ***Theme: Phyrexian "Blood Tax" Cards*** A number of spells have an additional effect that causes a player to lose 1 life. Glissa's Scorn {1}{G} Instant Destroy target artifact. Its controller loses 1 life. * If the spell requires a target, as Glissa's Scorn does, and that target is illegal when the spell tries to resolve, the spell will be countered and none of its effects will happen. No one will lose 1 life. * You must be able to choose a legal target in order to cast the spell. You can't simply cast it without a legal target to have a player lose 1 life. ----- ***Returning Ability Word: Imprint*** The ability word "imprint" had appeared exclusively on Mirran artifact cards in this block. In this set, however, it appears only on three Phyrexian-aligned cards, and none of those cards are artifacts. Otherwise, cards with imprint work the same way as in the rest of the block. They still have one ability that exiles a card and another that refers to the exiled card in some way.

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Invader Parasite {3}{R}{R} Creature -- Insect 3/2 Imprint -- When Invader Parasite enters the battlefield, exile target land. Whenever a land with the same name as the exiled card enters the battlefield under an opponent's control, Invader Parasite deals 2 damage to that player. ----- ***Returning _Scars of Mirrodin_ and _Mirrodin Besieged_ Mechanics*** Many abilities and mechanics featured in the _Scars of Mirrodin_ and _Mirrodin Besieged_ sets return in the _New Phyrexia_ set. For more information about infect, -1/-1 counters, poison counters, imprint, metalcraft, and proliferate, see the _Scars of Mirrodin_ FAQ. For more information about living weapon, see the _Mirrodin Besieged_ FAQ. These are located at <www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/faqs>. ----- ***Rules Change: Poison Counters in Two-Headed Giant Games*** The rules for how poison counters are handled in the Two-Headed Giant multiplayer variant changed on April 1, 2011. The official rules are now as follows: 810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.) 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team. 810.10a If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player's team has. 810.10b If an effect says that a player loses poison counters, that player's team loses that many poison counters. 810.10c A player is "poisoned" if his or her team has one or more poison counters. In addition, the following rule was added to clarify that you choose teams and not individual players when you proliferate: 701.23c To proliferate in a Two-Headed Giant game means to choose any number of permanents and/or teams that have a counter, then give each exactly one additional counter of a kind that permanent or team already has. See rule 810, "Two-Headed Giant Variant." * When you proliferate, you may give one poison counter to a team that already has one. ----- CARD-SPECIFIC NOTES Act of Aggression {3}{R/P}{R/P} Instant ({R/P} can be paid with either {R} or 2 life.) Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. * Act of Aggression can target any creature, even one that's untapped or that you already control. * Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it. ----- Apostle's Blessing

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

{1}{W/P} Instant ({W/P} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn. * You choose the target as part of casting the spell. You choose what attribute the target gains protection from when the spell resolves. * Any Equipment attached to a creature that gains protection from artifacts will become unattached. ----- Argent Mutation {2}{U} Instant Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card. * You can target an artifact with Argent Mutation. When it resolves, you'll simply draw a card. * If the permanent is an illegal target when Argent Mutation tries to resolve, it will be countered and none of its effects will happen. You won't draw a card. ----- Arm with AEther {2}{U} Sorcery Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand." * Only creatures you control on the battlefield when Arm with AEther resolves gain the ability. Creatures you gain control of later in the turn won't be affected. * The affected creatures keep the ability even if another player gains control of them that turn. If such a creature deals damage to you, the ability will trigger, targeting a creature you control. * The granted ability triggers on all damage dealt by the creature to one of your opponents, not just combat damage. * In a multiplayer game, if an affected creature deals damage to two of your opponents simultaneously, the ability will trigger twice. ----- Artillerize {3}{R} Instant As an additional cost to cast Artillerize, sacrifice an artifact or creature. Artillerize deals 5 damage to target creature or player. * The artifact or creature is sacrificed as costs are paid. Players can't respond to the paying of costs by trying to destroy that artifact or creature. ----- Auriok Survivors {5}{W} Creature -- Human Soldier 4/6 When Auriok Survivors enters the battlefield, you may return target Equipment card from your graveyard to the battlefield. If you do, you may attach it to Auriok Survivors.

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

* If Auriok Survivors is no longer on the battlefield when its enters-the-battlefield ability resolves, the Equipment will return to the battlefield and remain unattached. ----- Batterskull {5} Artifact -- Equipment Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.) Equipped creature gets +4/+4 and has vigilance and lifelink. {3}: Return Batterskull to its owner's hand. Equip {5} * The ability to return Batterskull to its owner's hand can only be activated if Batterskull is on the battlefield. If Batterskull is no longer on the battlefield when the ability resolves, it will have no effect. ----- Beast Within {2}{G} Instant Destroy target permanent. Its controller puts a 3/3 green Beast creature token onto the battlefield. * If the permanent is an illegal target when Beast Within tries to resolve, the spell will be countered and none of its effects will happen. The permanent's controller won't get a Beast token. * If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or is indestructible), its controller still gets the Beast token. ----- Birthing Pod {3}{G/P} Artifact ({G/P} can be paid with either {G} or 2 life.) {1}{G/P}, {T}, Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery. * A creature's converted mana cost is determined solely by the mana symbols printed in its upper right corner (unless that creature is copying something else; see below). If its mana cost includes {X}, X is considered to be 0. If it has no mana symbols in its upper right corner (because it's an animated land, for example), its converted mana cost is 0. Ignore any alternative costs or additional costs (such as kicker) paid when the creature was cast. * A token has a converted mana cost of 0, unless it is copying something else. * If a creature is copying something else, its converted mana cost is the converted mana cost of whatever it's copying. ----- Blind Zealot {1}{B}{B} Creature -- Human Cleric 2/2 Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Blind Zealot deals combat damage to a player, you may sacrifice it. If you do, destroy target creature that player controls. * You'll choose the target creature when the ability goes on the stack. You'll choose whether or not to sacrifice Blind Zealot when the ability resolves. -----

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Bludgeon Brawl {2}{R} Enchantment Each noncreature, non-Equipment artifact is an Equipment with equip {X} and "Equipped creature gets +X/+0," where X is that artifact's converted mana cost. * The affected artifacts retain their other types and abilities. * An Equipment that's also a creature can't be equipped to anything. * If an artifact affected by Bludgeon Brawl later becomes a creature, Bludgeon Brawl's effect no longer applies to it. That artifact will stop being an Equipment and become unattached from any creature it was attached to; it will remain on the battlefield. The same thing if Bludgeon Brawl leaves the battlefield. * While Bludgeon Brawl is on the battlefield, an Aura enchantment that somehow becomes an artifact in addition to its other types will also become an Equipment. Any of its abilities that refer to either "enchanted creature" or "equipped creature" refer to the creature it's currently attached to. It can be attached to other creatures using its equip ability. If you try to attach the Aura Equipment to a creature it can't legally be attached to, it remains where it is. If the creature it's attached to becomes an illegal permanent for it to enchant, the Aura Equipment will be put into its owner's graveyard as a state-based action. ----- Caged Sun {6} Artifact As Caged Sun enters the battlefield, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool. * Caged Sun's triggered ability is a mana ability, which means the ability doesn't use the stack and can't be responded to. ----- Cathedral Membrane {1}{W/P} Artifact Creature -- Wall 0/3 ({W/P} can be paid with either {W} or 2 life.) Defender When Cathedral Membrane is put into a graveyard from the battlefield during combat, it deals 6 damage to each creature it blocked this combat. * Cathedral Membrane's ability will trigger no matter why it's put into a graveyard during the combat phase, not just because of combat damage. ----- Chained Throatseeker {5}{U} Creature -- Horror 5/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Chained Throatseeker can't attack unless defending player is poisoned. * A player is poisoned if that player has one or more poison counters. ----- Chancellor of the Annex {4}{W}{W}{W}

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Creature -- Angel 5/6 You may reveal this card from your opening hand. If you do, when each opponent casts his or her first spell of the game, counter that spell unless that player pays {1}. Flying Whenever an opponent casts a spell, counter it unless that player pays {1}. * If you reveal more than one Chancellor of the Annex from your opening hand, each will trigger when an opponent casts his or her first spell of the game. That player will have to pay {1} that many times or the spell will be countered. * In a multiplayer game, if you reveal Chancellor of the Annex from your opening hand, it will trigger each time an opponent casts his or her first spell of the game. * See also "Cycle: Chancellors" in the General Notes section above. ----- Chancellor of the Forge {4}{R}{R}{R} Creature -- Giant 5/5 You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, put a 1/1 red Goblin creature token with haste onto the battlefield. When Chancellor of the Forge enters the battlefield, put X 1/1 red Goblin creature tokens with haste onto the battlefield, where X is the number of creatures you control. * The number of creature tokens you put onto the battlefield with the last ability is determined when the ability resolves. If Chancellor of the Forge is still on the battlefield at that time, it will be counted. * See also "Cycle: Chancellors" in the General Notes section above. ----- Chancellor of the Spires {4}{U}{U}{U} Creature -- Sphinx 5/7 You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent puts the top seven cards of his or her library into his or her graveyard. Flying When Chancellor of the Spires enters the battlefield, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. * If you reveal more than one Chancellor of the Spires from your opening hand, each opponent will put the top seven cards of his or her library into his or her graveyard that many times (for a total of fourteen, twenty-one, or twenty-eight cards). * The instant or sorcery card you target with the enters-the-battlefield triggered ability is cast as part of the resolution of that ability. Timing restrictions based on the card's type are ignored. Other restrictions, such as "Cast [this card] only during combat," are not. * If you are unable to cast the card, perhaps because there are no legal targets available, the card remains in its owner's graveyard. * You may pay additional costs, such as kicker costs, of the instant or sorcery card. * If the card has any mandatory additional costs, as Artillerize does, you must pay them in order to cast the spell. * See also "Cycle: Chancellors" in the General Notes section above. -----

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Conversion Chamber {3} Artifact {2}, {T}: Exile target artifact card from a graveyard. Put a charge counter on Conversion Chamber. {2}, {T}, Remove a charge counter from Conversion Chamber: Put a 3/3 colorless Golem artifact creature token onto the battlefield. * If the targeted artifact card is no longer in the graveyard when the first ability tries to resolve, it will be countered and none of its effects will happen. You won't put a charge counter on Conversion Chamber. ----- Corrupted Resolve {1}{U} Instant Counter target spell if its controller is poisoned. * A player is poisoned if that player has one or more poison counters. ----- Darksteel Relic {0} Artifact Darksteel Relic is indestructible. (Effects that say "destroy" don't destroy it.) * Darksteel Relic has no additional abilities. ----- Dementia Bat {4}{B} Creature -- Bat 2/2 Flying {4}{B}, Sacrifice Dementia Bat: Target player discards two cards. * Unlike most abilities that force a player to discard cards, this ability may be activated whenever you could cast an instant, including during your opponent's draw step after he or she has drawn a card. * You can't force an opponent to discard a card he or she casts by activating Dementia Bat's ability in response. The spell is on the stack by then. ----- Dispatch {W} Instant Tap target creature. Metalcraft -- If you control three or more artifacts, exile that creature. * If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it. ----- Due Respect {1}{W} Instant Permanents enter the battlefield tapped this turn. Draw a card. * Due Respect won't tap any permanents that have entered the battlefield before it resolved. ----- Elesh Norn, Grand Cenobite

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

{5}{W}{W} Legendary Creature -- Praetor 4/7 Vigilance Other creatures you control get +2/+2. Creatures your opponents control get -2/-2. * If more than one Elesh Norn, Grand Cenobite is on the battlefield, all of their static abilities will briefly apply. Any creatures that have 0 or less toughness and any creatures that now have lethal damage marked on them will be put into graveyards at the same time that the "legend rule" causes the Elesh Norns to be put into graveyards. ----- Enslave {4}{B}{B} Enchantment -- Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature deals 1 damage to its owner. * The owner of a card is the player who started the game with that card in his or her deck. * The owner of a token is the player under whose control it entered the battlefield. ----- Evil Presence {B} Enchantment -- Aura Enchant land Enchanted land is a Swamp. * The enchanted land loses its previous land types and any abilities printed on it. It now has the land type Swamp, and therefore it has the ability "{T}: Add {B} to your mana pool." * Evil Presence doesn't change the enchanted land's name or whether it's legendary, basic, or snow. ----- Exclusion Ritual {4}{W}{W} Enchantment Imprint -- When Exclusion Ritual enters the battlefield, exile target nonland permanent. Players can't cast spells with the same name as the exiled card. * If the exiled card somehow leaves exile, the last ability will no longer have any effect. * In a Commander game, a player may replace Exclusion Ritual exiling his or her commander with putting that commander into the command zone. If this happens, Exclusion Ritual's last ability will have no effect. ----- Fallen Ferromancer {3}{R} Creature -- Human Shaman 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {1}{R}, {T}: Fallen Ferromancer deals 1 damage to target creature or player. * If Fallen Ferromancer's ability deals 1 damage to a creature, that damage will cause a -1/-1 counter to be placed on the creature. If it deals 1 damage to a player, that player gets a poison counter. -----

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© 1995-2011 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.

Forced Worship {1}{W} Enchantment -- Aura Enchant creature Enchanted creature can't attack. {2}{W}: Return Forced Worship to its owner's hand. * Forced Worship's activated ability may only be activated if Forced Worship is on the battlefield. If it's no longer on the battlefield when the ability resolves, the ability has no effect. ----- Fresh Meat {3}{G} Instant Put a 3/3 green Beast creature token onto the battlefield for each creature put into your graveyard from the battlefield this turn. * Fresh Meat counts all creatures you owned that went to the graveyard this turn, including creature tokens that entered the battlefield under your control and nontoken creatures you owned but didn't control. ----- Geth's Verdict {B}{B} Instant Target player sacrifices a creature and loses 1 life. * As long as the player is a legal target when Geth's Verdict resolves, that player loses 1 life even if he or she didn't sacrifice a creature (most likely because he or she didn't control any). ----- Gitaxian Probe {U/P} Sorcery ({U/P} can be paid with either {U} or 2 life.) Look at target player's hand. Draw a card. * The targeted player may have no cards in his or her hand. You'll still draw a card. ----- Glistening Oil {B}{B} Enchantment -- Aura Enchant creature Enchanted creature has infect. At the beginning of your upkeep, put a -1/-1 counter on enchanted creature. When Glistening Oil is put into a graveyard from the battlefield, return Glistening Oil to its owner's hand. * You choose a target creature for Glistening Oil as you cast it, just as you would with any Aura. If that creature is an illegal target when Glistening Oil tries to resolve, Glistening Oil will be countered and be put into its owner's graveyard. It won't enter the battlefield and its last ability won't trigger. * The last ability will trigger no matter how Glistening Oil is put into the graveyard from the battlefield, not just when the enchanted creature is put into the graveyard. * Multiple instances of infect are redundant. ----- Greenhilt Trainee {3}{G}

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Creature -- Elf Warrior 2/3 {T}: Target creature gets +4/+4 until end of turn. Activate this ability only if Greenhilt Trainee's power is 4 or greater. * Once Greenhilt Trainee's ability is activated, it will resolve as normal even if Greenhilt Trainee's power is less than 4 at that time (perhaps because an Equipment attached to it was destroyed). ----- Grim Affliction {2}{B} Instant Put a -1/-1 counter on target creature, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) * You may choose the creature you put the -1/-1 counter on to get another -1/-1 counter when proliferating. * The state-based action that removes matching +1/+1 and -1/-1 counters won't check until after you proliferate and Grim Affliction finishes resolving. It's possible to remove up to two +1/+1 counters from the creature by choosing to put a second -1/-1 counter on the creature when proliferating. ----- Hex Parasite {1} Artifact Creature -- Insect 1/1 {X}{B/P}: Remove up to X counters from target permanent. For each counter removed this way, Hex Parasite gets +1/+0 until end of turn. ({B/P} can be paid with either {B} or 2 life.) * You may choose a value for X that's greater than the number of counters on the targeted permanent. However, Hex Parasite only gets the bonus for counters actually removed. * If the permanent has multiple kinds of counters, you choose how many of each to remove when the ability resolves. ----- Ichor Explosion {5}{B}{B} Sorcery As an additional cost to cast Ichor Explosion, sacrifice a creature. All creatures get -X/-X until end of turn, where X is the sacrificed creature's power. * The creature is sacrificed as costs are paid. Players can't respond to the paying of costs by trying to reduce the power of the sacrificed creature or by trying to destroy it. * X is the power of the sacrificed creature as it last existed on the battlefield. ----- Jin-Gitaxias, Core Augur {8}{U}{U} Legendary Creature -- Praetor 5/4 Flash At the beginning of your end step, draw seven cards. Each opponent's maximum hand size is reduced by seven. * Jin-Gitaxias doesn't affect the maximum hand size of its controller.

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* If a player has more cards in his or her hand than his or her maximum hand size during the cleanup step (after the end step) of that player's turn, that player discards until he or she has that many cards. A player's maximum hand size isn't checked at any time other than his or her own cleanup step. * Unless another spell or ability is affecting your opponent's maximum hand size, Jin-Gitaxias's ability will result in your opponent having a maximum hand size of zero. He or she will discard each card from his or her hand during the cleanup step at the end of his or her turn. ----- Karn Liberated {7} Planeswalker -- Karn 6 [+4]: Target player exiles a card from his or her hand. [-3]: Exile target permanent. [-14]: Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn Liberated. Then put those cards onto the battlefield under your control. * Karn's first and third abilities are linked. Similarly, Karn's second and third abilities are linked. Only cards exiled by either of Karn's first two abilities will remain in exile when the game restarts. * A game that restarts immediately ends. The players in that game then immediately begin a new game. No player wins, loses, or draws the original game as a result of Karn's ability. * In a multiplayer games (a game that started with three or more players in it), any player that left the game before it was restarted with Karn's ability won't be involved in the new game. * The player who controlled the ability that restarted the game is the starting player in the new game. The new game starts like a game normally does: -- Each player shuffles his or her deck (except the cards left in exile by Karn's ability). -- Each player's life total becomes 20 (or the starting life total for whatever format you're playing). -- Players draw a hand of seven cards. Players may take mulligans. -- Players may take actions based on cards in their opening hands, such as Chancellors and Leylines. * After the pre-game procedure is complete, but before the new game's first turn, Karn's ability finishes resolving and the cards left in exile are put onto the battlefield. If this causes any triggered abilities to trigger, those abilities are put onto the stack at the beginning of the first upkeep step. * Creatures put onto the battlefield due to Karn's ability will have been under their controller's control continuously since the beginning of the first turn. They can attack and their activated abilities with {T} in the cost can be activated. * Any permanents put onto the battlefield with Karn's ability that entered the battlefield tapped will untap during their controller's first untap step. * No actions taken in the game that was restarted apply to the new game. For example, if you were dealt damage by Stigma Lasher in the original game, the effect that states you can't gain life doesn't carry over to the new game. * Players won't have any poison counters or emblems they had in the original game. * In a Commander game, players put their commanders into the command zone before shuffling their deck. * The number of times a player has cast his or her commander from the command zone resets to zero. Also, the amount of combat damage dealt to players by each commander is reset to 0. * If a player's commander was exiled with Karn at the game restarted, that commander won't be put into the command zone at the beginning of the game. It will be put onto the battlefield when Karn's ability finishes resolving. * In a multiplayer game using the limited range of influence option, all players are affected and will restart the game, not just those within the range of influence of the ability's controller.

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----- Leeching Bite {1}{G} Instant Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn. * You need to be able to choose two different target creatures in order to cast Leeching Bite. * If only one of the targeted creatures is still a legal target when Leeching Bite tries to resolve, that creature will still be affected, but the illegal target won't be. ----- Melira, Sylvok Outcast {1}{G} Legendary Creature -- Human Scout 2/2 You can't get poison counters. Creatures you control can't have -1/-1 counters placed on them. Creatures your opponents control lose infect. * Melira doesn't remove any poison counters you already have or any -1/-1 counters already on creatures you control. * Damage dealt to planeswalkers you control causes loyalty counters to be removed from them, regardless of whether Melira is on the battlefield. * If a creature with infect enters the battlefield under an opponent's control after Melira enters the battlefield, that creature loses infect. * It's possible for a creature an opponent controls to gain infect after Melira enters the battlefield. For example, your opponent could cast Glistening Oil on a creature, and then Melira's ability and Glistening Oil's ability would be applied in timestamp order, with the most recent effect winning. The damage dealt to you by such a creature won't result in you losing life (because the creature has infect) or in you getting poison counters (because Melira stops them). Similarly, damage dealt to a creature you control by such a creature won't result in damage being marked on the creature or in -1/-1 counters. However, abilities that check whether damage was dealt (such as lifelink or Whispering Specter's triggered ability) will still see that damage. ----- Mental Misstep {U/P} Instant ({U/P} can be paid with either {U} or 2 life.) Counter target spell with converted mana cost 1. * If a spell has {X} in its mana cost, X is considered to be the value chosen for it while that spell is on the stack. * Each Phyrexian mana symbol in a spell's mana cost contributes 1 to that spell's converted mana cost. For example, Mental Misstep's converted mana cost is 1, regardless of how its cost was paid. ---- Mindculling {5}{U} Sorcery You draw two cards and target opponent discards two cards. * You must be able to target an opponent to cast Mindculling. If that opponent is an illegal target when Mindculling tries to resolve, it'll be countered and will have no effect. You won't draw two cards.

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* If the opponent has one card in hand, that player will discard that card and you will draw two cards. If the opponent has no cards in hand, you will draw two cards. ----- Mortis Dogs {3}{B} Creature -- Hound 2/2 Whenever Mortis Dogs attacks, it gets +2/+0 until end of turn. When Mortis Dogs is put into a graveyard from the battlefield, target player loses life equal to its power. * The loss of life is equal to Mortis Dogs's power as it last existed on the battlefield. ----- Mycosynth Wellspring {2} Artifact When Mycosynth Wellspring enters the battlefield or is put into a graveyard from the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. * The ability will trigger when Mycosynth Wellspring is put into a graveyard from the battlefield, even if the ability that triggered when it entered the battlefield hasn't resolved yet. ----- Myr Superion {2} Artifact Creature -- Myr 5/6 Spend only mana produced by creatures to cast Myr Superion. * Myr Superion can be cast only with mana produced by the abilities of one or more creatures on the battlefield (such as Alloy Myr or Priest of Urabrask in this set). * Mana produced by abilities of creature cards not on the battlefield, such as Chancellor of the Tangle or Elvish Spirit Guide, can't be used to cast Myr Superion. ----- Norn's Annex {3}{W/P}{W/P} Artifact ({W/P} can be paid with either {W} or 2 life.) Creatures can't attack you or a planeswalker you control unless their controller pays {W/P} for each of those creatures. * The controller of each creature attacking you or a planeswalker you control pays either {W} or 2 life as attackers are being declared. * If a player attacks with more than one creature, that player chooses how to pay each cost individually. For example, if you attack with two creatures, you may pay {W} for one cost and 2 life for the other. * Multiple Norn's Annexes controlled by the same player will each impose a cost to attack. Players choose how they pay each cost individually. For example, if a creature you control is attacking a player who controls two Norn's Annexes, you may pay {W} for one cost and 2 life for the other. * If you control Norn's Annex, your opponents can choose not to attack with a creature with an ability that says it must attack. * In a Two-Headed Giant game, if one player controls Norn's Annex, creatures can't attack that player's team or a planeswalker that player controls unless their controller pays {W/P} for each of those creatures he or she controls. Creatures can attack planeswalkers controlled by that player's teammate without having to pay this cost.

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----- Numbing Dose {3}{U}{U} Enchantment -- Aura Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted permanent's controller, that player loses 1 life. * Numbing Dose may target and may enchant an untapped artifact or creature. ----- Omen Machine {6} Artifact Players can't draw cards. At the beginning of each player's draw step, that player exiles the top card of his or her library. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able. * Putting the land onto the battlefield or casting the card is not optional. * If the player is unable to put the land onto the battlefield (this is rare) or cast the spell (perhaps because there are no legal targets available) as the triggered ability of Omen Machine resolves, the card simply remains in exile. ----- Parasitic Implant {3}{B} Enchantment -- Aura Enchant creature At the beginning of your upkeep, enchanted creature's controller sacrifices it and you put a 1/1 colorless Myr artifact creature token onto the battlefield. * The controller of Parasitic Implant will control the Myr token no matter who controlled and sacrificed the enchanted creature. ----- Pestilent Souleater {5} Artifact Creature -- Insect 3/3 {B/P}: Pestilent Souleater gains infect until end of turn. ({B/P} can be paid with either {B} or 2 life. A creature with infect deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) * Multiple instances of infect are redundant. ----- Phyrexia's Core Land {T}: Add {1} to your mana pool. {1}, {T}, Sacrifice an artifact: You gain 1 life. * Once you activate the ability and sacrifice an artifact, it's too late for anyone to respond to try and prevent you from paying the cost. ----- Phyrexian Ingester {6}{U} Creature -- Beast 3/3 Imprint -- When Phyrexian Ingester enters the battlefield, you may exile target nontoken creature.

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Phyrexian Ingester gets +X/+Y, where X is the exiled creature card's power and Y is its toughness. * Phyrexian Ingester will get bonuses based on the card's power and toughness in exile. * If the exiled card has a characteristic-defining ability that defines its power and/or toughness (as Slag Fiend does), that ability will apply. * If the card in exile isn't a creature card (perhaps because it was a land that was only temporarily a creature while on the battlefield), Phyrexian Ingester doesn't get a bonus. ----- Phyrexian Metamorph {3}{U/P} Artifact Creature -- Shapeshifter 0/0 ({U/P} can be paid with either {U} or 2 life.) You may have Phyrexian Metamorph enter the battlefield as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types. * Except for also being an artifact, Phyrexian Metamorph copies exactly what was printed on the original permanent and nothing more (unless that creature is itself copying something or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any noncopy effects that have changed its power, toughness, types, color, and so on. * If Phyrexian Metamorph copies a noncreature artifact, it is no longer a creature. * If the chosen permanent has {X} in its mana cost (such as Protean Hydra), X is considered to be zero. * If the chosen creature is copying something else (for example, if the chosen creature is a Clone), then your Phyrexian Metamorph enters the battlefield as whatever the chosen creature copied, except it's also an artifact. * If the chosen permanent is a token, Phyrexian Metamorph copies the original characteristics of that token as stated by the effect that put the token onto the battlefield, except it's also an artifact. Phyrexian Metamorph is not a token. * Any enters-the-battlefield abilities of the copied permanent will trigger when Phyrexian Metamorph enters the battlefield. Any "as [this] enters the battlefield" or "[this] enters the battlefield with" abilities of the chosen permanent will also work. * If Phyrexian Metamorph somehow enters the battlefield at the same time as another permanent (due to Mass Polymorph or Liliana Vess's third ability, for example), Phyrexian Metamorph can't become a copy of that permanent. You may only choose a permanent that's already on the battlefield. * You can choose not to copy anything. In that case, Phyrexian Metamorph simply enters the battlefield as a 0/0 artifact creature and is put into its owner's graveyard as a state-based action (unless something else is raising its toughness). ----- Phyrexian Obliterator {B}{B}{B}{B} Creature -- Horror 5/5 Trample Whenever a source deals damage to Phyrexian Obliterator, that source's controller sacrifices that many permanents. * Only permanents still on the battlefield when Phyrexian Obliterator's triggered ability resolves can be sacrificed. ----- Phyrexian Unlife

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{2}{W} Enchantment You don't lose the game for having 0 or less life. As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.) * Phyrexian Unlife won't affect damage that reduces your life total from a positive number to 0 or less. For example, if you're at 3 life and are dealt 5 damage, you'll end up at -2 life. The next time you're dealt damage, it will be dealt as though its source had infect. * If you're at 0 or less life and Phyrexian Unlife leaves the battlefield, you'll lose the game (unless some other effect is keeping you from losing). * If you're at 0 or less life, you can't pay any amount of life except 0. * You can still lose the game for other reasons, including having ten or more poison counters or drawing a card from a library with no cards in it. ----- Pith Driller {4}{B/P} Artifact Creature -- Horror 2/4 ({B/P} can be paid with either {B} or 2 life.) When Pith Driller enters the battlefield, put a -1/-1 counter on target creature. * Pith Driller's ability is mandatory. If it's the only creature on the battlefield when it enters the battlefield, Pith Driller's ability will target itself. ----- Postmortem Lunge {X}{B/P} Sorcery ({B/P} can be paid with either {B} or 2 life.) Return target creature card with converted mana cost X from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. * If the creature card has {X} in its mana cost, that X is 0. Remember that the value of X chosen for Postmortem Lunge is independent of the value of X on other cards. * If the creature is no longer on the battlefield at the beginning of the next end step, it won't be exiled. ----- Praetor's Grasp {1}{B}{B} Sorcery Search target opponent's library for a card and exile it face down. Then that player shuffles his or her library. You may look at and play that card for as long as it remains exiled. * Other players, including the card's owner, can't look at the card while it remains exiled. * Playing a card exiled with Praetor's Grasp follows all the normal rules for playing that card. You must pay its costs, and you must follow all timing restrictions, for example. ----- Pristine Talisman {3} Artifact {T}: Add {1} to your mana pool. You gain 1 life.

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* Pristine Talisman has a mana ability. Its ability doesn't use the stack and can't be responded to. ----- Psychic Surgery {1}{U} Enchantment Whenever an opponent shuffles his or her library, you may look at the top two cards of that library. You may exile one of those cards. Then put the rest on top of that library in any order. * You look at the top two cards of that library as the triggered ability resolves. That happens after your opponent is done shuffling. * If your opponent's library has one card in it and he or she is instructed to shuffle that library, Psychic Surgery will trigger. You may' exile the one card in that library. * In most cases, Green Sun's Zenith instructs you to shuffle your library twice. Although shuffling that library only once is an acceptable shortcut, Psychic Surgery's ability will still trigger twice. ----- Puresteel Paladin {W}{W} Creature -- Human Knight 2/2 Whenever an Equipment enters the battlefield under your control, you may draw a card. Metalcraft -- Equipment you control have equip {0} as long as you control three or more artifacts. * You may still activate the Equipment's other equip ability if you wish. * Once the equip {0} ability is activated, destroying Puresteel Paladin or causing its controller to control fewer than three artifacts won't stop it from resolving. ----- Rage Extractor {4}{R/P} Artifact ({R/P} can be paid with either {R} or 2 life.) Whenever you cast a spell with {P} in its mana cost, Rage Extractor deals damage equal to that spell's converted mana cost to target creature or player. * Rage Extractor's ability checks for any spell you cast with any Phyrexian mana symbol in its mana cost, regardless of that symbol's color or how the cost was paid. * To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1. ----- Reaper of Sheoldred {4}{B} Creature -- Horror 2/5 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever a source deals damage to Reaper of Sheoldred, that source's controller gets a poison counter. * The source's controller will get one poison counter for each time that source deals damage to Reaper of Sheoldred, not one poison counter for each 1 damage dealt. ----- Remember the Fallen {2}{W}

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Sorcery Choose one or both -- Return target creature card from your graveyard to your hand; and/or return target artifact card from your graveyard to your hand. * You choose which mode you're using -- or whether to use both modes -- as you're casting the spell. Once this choice is made, it can't be changed later while the spell is on the stack. * If you choose both modes, and only one of the targeted cards is still a legal target when Remember the Fallen tries to resolve, only that card is returned to your hand. ----- Scrapyard Salvo {1}{R}{R} Sorcery Scrapyard Salvo deals damage to target player equal to the number of artifact cards in your graveyard. * The number of artifact cards in your graveyard is counted when Scrapyard Salvo resolves. ----- Sheoldred, Whispering One {5}{B}{B} Legendary Creature -- Praetor 6/6 Swampwalk At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature. * The player whose upkeep it is chooses a creature to sacrifice when the ability resolves. * In a Two-Headed Giant game, the last ability will trigger twice at the beginning of the opposing team's upkeep, once for each player on that team. Each player sacrifices only a creature he or she controls. ----- Shrine of Limitless Power {3} Artifact At the beginning of your upkeep or whenever you cast a black spell, put a charge counter on Shrine of Limitless Power. {4}, {T}, Sacrifice Shrine of Limitless Power: Target player discards a card for each charge counter on Shrine of Limitless Power. * Unlike most abilities that force a player to discard cards, this ability may be activated whenever you could cast an instant, including during your opponent's draw step after he or she has drawn a card. * You can't force an opponent to discard a card he or she casts by activating the last ability in response. The spell is on the stack by then. ----- Slag Fiend {R} Creature -- Construct */* Slag Fiend's power and toughness are each equal to the number of artifact cards in all graveyards. * Slag Fiend's power- and toughness-setting ability works in all zones, not just on the battlefield. ----- Soul Conduit {6} Artifact

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{6}, {T}: Two target players exchange life totals. * If one of the targeted players is an illegal target when the activated ability tries to resolve, the exchange won't happen. Neither player's life total will change. * When the life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's previous life total. For example, if Player A has 5 life and Player B has 3 life before the exchange, Player A will lose 2 life and Player B will gain 2 life. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. * If a player can't gain life, that player can't exchange life totals with a player with a higher life total. If a player can't lose life, that player can't exchange life totals with a player with a lower life total. In either of these cases, neither player's life total will change. * In a Two-Headed Giant game, each player is considered to have the same life total as his or her team. If the two targeted players are on different teams, the teams will end up exchanging life totals. If the two targeted players are teammates, nothing will happen. ----- Spellskite {2} Artifact Creature -- Horror 0/4 {U/P}: Change a target of target spell or ability to Spellskite. ({U/P} can be paid with either {U} or 2 life.) * You can activate Spellskite's ability even if Spellskite wouldn't be a legal target for the spell or ability. However, the target of that spell or ability will remain unchanged. * If changing one target of a spell or ability to Spellskite would make other targets of that spell or ability illegal, the targets remain unchanged. * If the spell or ability has multiple instances of the word "target," you choose which target you're changing to Spellskite when Spellskite's ability resolves. * By activating Spellskite's ability multiple times, you can change each target of a spell or ability with multiple instances of the word "target" to Spellskite, one at a time. * The target of the spell or ability won't change unless Spellskite fulfills all the targeting criteria, even if multiple instances of the word "target" are used. For example, you can't change both targets of Arc Trail to Spellskite. * If a spell or ability has multiple targets but doesn't use the word "target" multiple times, such as Fulgent Distraction, you can only successfully change one of the targets to Spellskite. * If a spell or ability has a variable number of targets, you can't change the number of targets. * If Spellskite leaves the battlefield before its ability resolves, the targets remain unchanged. ----- Surge Node {1} Artifact Surge Node enters the battlefield with six charge counters on it. {1}, {T}, Remove a charge counter from Surge Node: Put a charge counter on target artifact. * You can target any artifact, not just one with an ability that references charge counters. ----- Surgical Extraction {B/P} Instant

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({B/P} can be paid with either {B} or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles his or her library. * "Any number of cards" means just that. If you wish, you can choose to leave some or all of the cards with the same name as the targeted card, including that card, in the zone they're in. ----- Sword of War and Peace {3} Artifact -- Equipment Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in his or her hand and you gain 1 life for each card in your hand. Equip {2} * You count the cards in the each player's hand when the triggered ability resolves. ----- Torpor Orb {2} Artifact Creatures entering the battlefield don't cause abilities to trigger. * Torpor Orb stops a creature's own enters-the-battlefield triggered abilities as well as other triggered abilities that would trigger when a creature enters the battlefield. * The trigger event doesn't have to specify "creatures" entering the battlefield. For example, Amulet of Vigor says "Whenever a permanent enters the battlefield tapped and under your control, untap it." If a creature enters the battlefield tapped and under your control, Amulet of Vigor would not trigger. If a land (that isn't also a creature) enters the battlefield tapped and under your control, Amulet of Vigor would trigger. * Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, are unaffected. * Abilities that apply "as [this creature] enters the battlefield," such as choosing a creature to copy with Clone, are unaffected. * Look at the permanent as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger. For example, if you control March of the Machines, which says, in part, "Each noncreature artifact is an artifact creature," Torpor Orb will be a creature when it enters the battlefield and will not cause triggered abilities to trigger. * Similarly, if Torpor Orb and a creature enter the battlefield at the same time, that creature entering the battlefield won't cause triggered abilities to trigger. ----- Triumph of the Hordes {2}{G}{G} Sorcery Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) * Multiple instances of infect are redundant. ----- Unwinding Clock {4} Artifact Untap all artifacts you control during each other player's untap step.

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* Those artifacts untap at the same time as the active player's permanents. You have no choice about what untaps and can't choose to not untap an artifact you control. * Some effects, such as the one generated by Rust Tick's ability, state that an artifact doesn't untap during its controller's untap step. These effects won't apply and stop the artifact from untapping during another player's untap step. * Even if you control more than one Unwinding Clock, you'll only untap your artifacts once during each other player's untap step. ----- Urabrask the Hidden {3}{R}{R} Legendary Creature -- Praetor 4/4 Creatures you control have haste. Creatures your opponents control enter the battlefield tapped. * Urabrask the Hidden gives itself haste while it's on the battlefield. ----- Viridian Betrayers {1}{G}{G} Creature -- Elf Warrior 3/1 Viridian Betrayers has infect as long as an opponent is poisoned. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) * A player is poisoned if that player has one or more poison counters. * The player must be poisoned when Viridian Betrayers deals damage in order for Viridian Betrayers to have infect. If the player has no poison counters, damage dealt to that player by Viridian Betrayers will result in loss of life, even if it's dealt at the same time as damage from another creature with infect. ----- Viridian Harvest {G} Enchantment -- Aura Enchant artifact When enchanted artifact is put into a graveyard, you gain 6 life. * If the enchanted artifact and Viridian Harvest are put into the graveyard at the same time, you'll still gain 6 life. ----- Volt Charge {2}{R} Instant Volt Charge deals 3 damage to target creature or player. Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.) * If the creature or player is an illegal target when Volt Charge tries to resolve, it will be countered and none of its effects will happen. You won't proliferate. ----- War Report {3}{W} Instant You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield.

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* Each artifact creature on the battlefield is counted twice. ----- Whispering Specter {1}{B}{B} Creature -- Specter 1/1 Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Whispering Specter deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter he or she has. * You choose whether or not to sacrifice Whispering Specter, and the number of poison counters the player has is counted, when the triggered ability resolves. ----- Xenograft {4}{U} Enchantment As Xenograft enters the battlefield, choose a creature type. Each creature you control is the chosen type in addition to its other types. * The choice of creature type is made when the enters-the-battlefield ability resolves. * You must choose an existing _Magic_ creature type. * Creature cards not on the battlefield and creature spells are not affected. * Replacement effects that modify creatures of a certain type as they enter the battlefield will apply (or not apply) before you apply Xenograft's effect. For example, if Warrior is the chosen creature type and you control Bramblewood Paragon, a Runeclaw Bear would not enter the battlefield with an additional +1/+1 counter. ----- All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. (C)2011 Wizards.


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