_Legions_(TM) Frequently Asked Questions Compiled by Paul Barclay, David DeLaney, and Jeff Jordan This FAQ has two sections, each of which serves a different purpose. The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card. Items in the "Card-Specific Notes" section include full rules text for your reference. Not all cards in the set are listed. GENERAL NOTES Amplify The official rules for the amplify ability are as follows: 502.27. Amplify 502.27a Amplify is a static ability. "Amplify [X]" means "As this card comes into play, reveal any number of cards from your hand that share a creature type with this card. This card comes into play with X +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are coming into play at the same time as this card." 502.27b If a creature has multiple instances of amplify, each one works separately. * The player who will control the creature is the one who reveals the cards. * Each revealed card must share a creature type with the amplify card. The reminder text reminds you what those types are. * Playing the _Onslaught_(TM) card Artificial Evolution on an amplify spell on the stack can change what types need to be revealed. The card Conspiracy can also change what types need to be revealed. * If multiple creatures with amplify are going to come into play under your control at the same time, you're allowed to reveal the same cards for each of them. * If you play Clone and choose for it to copy a creature with amplify, you get to reveal cards and get +1/+1 counters. ----- Double Strike The official rules for the double-strike ability and updated rules for the first-strike ability are as follows: 502.28 Double Strike 502.28a Double strike is a static ability that modifies the rules for the combat damage step. 502.28b During the combat damage step, if at least one attacking or blocking creature has double strike or first strike, creatures without double strike or first strike (see rule 502.2) don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. Creatures with double strike also assign combat damage during the second combat damage step. 502.28c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. 502.28d Giving double strike to a creature after combat damage has been put onto the stack in the first combat damage step will allow the creature to assign combat damage in the second combat damage step, even if it already assigned combat damage in the first combat damage step. 502.28e Multiple instances of double strike on the same creature are redundant. 502.2. First Strike 502.2a First strike is a static ability that modifies the rules for the combat damage step. 502.2b During the combat damage step, if at least one attacking or blocking creature has first strike or double strike, creatures without first strike or double strike (see rule 502.28) don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. 502.2c Adding or removing first strike after the first combat damage step won't prevent a creature from dealing combat damage or allow it to deal combat damage twice. 502.2d Multiple instances of first strike on the same creature are redundant. * Double strike isn't first strike. Effects that make a creature lose first strike won't make it lose double strike. * Creatures with double strike and creatures with first strike deal combat damage in the first combat damage step. * All creatures that didn't assign combat damage in the first combat damage step assign combat damage in the second combat damage step. In addition, all creatures with double strike assign combat damage again in the second step. * If a creature has both double strike and trample, the combat damage it assigned during the first combat damage step will be considered when determining how much damage can trample through in the second combat damage step. ----- Provoke The official rules for the provoke ability are as follows: 502.29. Provoke 502.29a Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature." 502.29b If a creature has multiple instances of provoke, each triggers separately. * There's no requirement for the provoked creature to be tapped or to be able to block. * You can choose not to force the creature to block, in which case it won't untap. * If the provoked creature becomes tapped before the declare blockers step, it won't be able to block. * If a creature is provoked by more than one creature, the controller of the provoked creature chooses which one it blocks. * If the provoked creature has any costs to block, those costs don't have to be paid. If the costs are paid, the provoked creature must block the creature with provoke. ----- Morph See the Onslaught FAQ for information about the morph ability. ----- Morph Triggered Abilities * Many Legions cards have abilities that trigger when the cards are turned face up. These abilities work like normal triggered abilities. Defender of the Order {3}{W} Creature -- Cleric 2/4 Morph {W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn. * Morph triggers will trigger when the card is turned face up either by an effect or if its morph cost is paid. * Morph triggers don't trigger when the card is looked at or leaves play. ----- Slivers * Slivers can grant activated or static abilities to Slivers in play. Not all Slivers grant abilities. Some have abilities that trigger when Slivers do things, and some have static abilities that affect the rules of the game, such as "Any player may play Sliver cards any time he or she could play an instant." * You can change creatures of other types into Slivers so they can get the benefits of being a Sliver. * You can use Artificial Evolution on any Sliver to make it affect another creature type (this would also change the type of the Sliver, so it would still affect itself). * Mistform Ultimus is a Sliver. ----- CARD-SPECIFIC NOTES Akroma's Devoted {3}{W} Creature -- Cleric 2/4 Attacking doesn't cause Clerics to tap. * This affects your Clerics and all other players' Clerics. ----- Aven Warhawk {4}{W} Creature -- Bird Soldier 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.) Flying * The Warhawk has two creature types, so you can reveal cards that share either or both of its types. ----- Brood Sliver {4}{G} Creature -- Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play. * The triggered ability is controlled by Brood Sliver's controller, but the controller of the Sliver that dealt damage chooses whether to put the token into play (under his or her control). ----- Canopy Crawler {3}{G} Creature -- Beast 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) {T}: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler. * The second ability counts the number of +1/+1 counters on the Crawler when the ability resolves. If that number changes afterward, the bonus granted won't change. ----- Celestial Gatekeeper {3}{W}{W} Creature -- Bird Cleric 2/2 Flying When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play. * You can target the Gatekeeper in your graveyard with its own ability, but it will be removed from the game before it can be returned to play. The other target will still be returned to play. ----- Chromeshell Crab {4}{U} Creature -- Beast 3/3 Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. * You don't have to exchange control of the Crab with your opponent's creature. You can exchange one of your other creatures with your opponent's creature. * Choose whether or not to make the exchange when the ability resolves. ----- Dark Supplicant {B} Creature -- Cleric 1/1 {T}, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it. * You don't have to search your library if you don't want to. You can just search the other zones. If you don't search your library, you don't have to shuffle. ----- Daru Stinger {3}{W} Creature -- Soldier 1/1 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) {T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature. * The second ability counts the number of +1/+1 counters on the Stinger when the ability resolves. ----- Dermoplasm {2}{U} Creature -- Shapeshifter 1/1 Flying Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand. * The new creature comes into play face up, which doesn't count as turning that creature face up. * Dermoplasm returns to your hand only if you put a creature into play. ----- Drinker of Sorrow {2}{B} Creature -- Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. * If the Drinker leaves play before it deals combat damage, you won't have to sacrifice a permanent. If it leaves play because of combat damage, you will. * You only sacrifice one permanent, no matter how many things the Drinker deals combat damage to at once. ----- Embalmed Brawler {2}{B} Creature -- Zombie 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it. * The second ability counts the number of +1/+1 counters on the Brawler when the ability resolves. ----- Essence Sliver {3}{W} Creature -- Sliver 3/3 Whenever a Sliver deals damage, its controller gains that much life. * The triggered ability is controlled by Essence Sliver's controller, but it gives life to the controller of the Sliver that dealt damage. ----- Frenetic Raptor {5}{R} Creature -- Beast 6/6 Beasts can't block. * This affects your Beasts and all other players' Beasts. ----- Goblin Clearcutter {3}{R} Creature -- Goblin 3/3 {T}, Sacrifice a forest: Add three mana in any combination of red and/or green to your mana pool. * You can get {G}{G}{G}, {R}{G}{G}, {R}{R}{G}, or {R}{R}{R}. ----- Hollow Specter {1}{B}{B} Creature -- Specter 2/2 Flying Whenever Hollow Specter deals combat damage to a player, you may pay {X}. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card. * You choose a value for X and pay for it when the triggered ability resolves. The damaged player chooses X cards to reveal, then you choose one of those cards for that player to discard. ----- Hunter Sliver {1}{R} Creature -- Sliver 1/1 All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) * This Sliver gives the ability to your Slivers and all other players' Slivers. ----- Infernal Caretaker {3}{B} Creature -- Cleric 2/2 Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands. * The Caretaker's triggered ability isn't optional, and it works for all players. ----- Kilnmouth Dragon {5}{R}{R} Creature -- Dragon 5/5 Amplify 3 (As this card comes into play, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying {T}: Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player. * The second ability counts the number of +1/+1 counters on the Dragon when the ability resolves. ----- Krosan Vorine {3}{G} Creature -- Cat Beast 3/2 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Krosan Vorine can't be blocked by more than one creature. * If you use the Vorine's provoke ability to force a creature to block it, that creature must block it, and no other creature can. ----- Lavaborn Muse {3}{R} Creature -- Spirit 3/3 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her. * The player must have two or fewer cards in hand both when the ability triggers and when it resolves. ----- Magma Sliver {3}{R} Creature -- Sliver 3/3 All Slivers have "{T}: Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play." * This Sliver gives the ability to your Slivers and all other players' Slivers. * Count the number of Slivers in play when the ability resolves. ----- Master of the Veil {2}{U}{U} Creature -- Wizard 2/3 Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Master of the Veil is turned face up, you may turn target creature with morph face down. * Master of the Veil can turn itself face down with its own morph triggered ability. ----- Mistform Sliver {1}{U} Creature -- Illusion Sliver 1/1 All Slivers have "{1}: This creature's type becomes the creature type of your choice in addition to its other types until end of turn." * This Sliver gives the ability to your Slivers and all other players' Slivers. * Unlike other type-changing cards, Mistform Sliver's ability adds a creature type to the creature rather than replacing the creature's type. * Any number of types may be added by playing this ability multiple times. But if the creature's type is later changed by another spell or ability that replaces rather than adds types, that spell or ability will replace all the creature's previous types, including added types. (Artificial Evolution would not replace all types this way, however. It replaces only one creature type.) ----- Mistform Ultimus {3}{U} Creature -- Illusion Legend 3/3 Mistform Ultimus is every creature type (even if this card isn't in play). Mistform Ultimus may attack as though it weren't a Wall. * The types "Illusion" and "Legend" are printed on the card's type line purely for flavor. The Ultimus has every other creature type as well. * It's a Legend, so the Legend rule applies to it. It's also a Wall, so the Wall rule applies to it (although it has an ability that allows it to ignore this rule). It's also a Sliver, and so will gain all Sliver abilities. * Artificial Evolution doesn't affect this creature's types at all, although changing the word "Wall" in the second ability to another type will prevent the Ultimus from attacking because it will still be a Wall. * Like any creature, if the Ultimus "becomes" another type as the result of a spell or ability, it will lose all its other creature types. For example, if your opponent uses Imagecrafter to turn your Ultimus into a Soldier, your Ultimus will be only a Soldier. All its other types will be lost for the rest of the turn. * The Ultimus is currently a "Creature -- Abomination Aboroth Advisor Aladdin Albatross Alchemist Ali-Baba Ali-from-Cairo Alligator Ambush-Party Ancestor Angel Ant Antelope Ape Archaeologist Asp Assassin Assembly-Worker Atog Aurochs Avatar Avenger Avizoa Badger Ball-Lightning Bandit Banshee Barbarian Barishi Basilisk Bat Bear Beast Bee Beeble Behemoth Being Berserker Bird Boar Bodyguard Brother Brownie Brushwagg Bull Bureaucrat Butterfly Camarid Camel Caravan Caribou Carnivore Carriage Carrier Cat Cavalry Cave-People Centaur Cephalid Cheetah Chicken Chimera Citizen Clamfolk Cleric Clone Cobra Cockatrice Constable Cow Crab Crocodile Crusader Dandan Demon Dervish Deserter Devil Devouring-Deep Dinosaur Djinn Dog Doppelganger Dragon Dragonfly Drake Drill-Sergeant Druid Dryad Dwarf Eater Eel Effigy Efreet Egg Elder Elemental Elephant Elf El-Hajjaj Enchantress Entity Erne Essence Exorcist Faerie Fallen Farmer Ferret Fiend Fish Flagbearer Flying-Men Force Fox Frog Frostbeast Fungus Fungusaur Gaea's-Avenger Gaea's-Liege Gargoyle Gatekeeper General Ghost Ghoul Giant Gnome Goat Goblin Golem Gorgon Graveborn Gremlin Griffin Guardian Gus Gypsy Hag Harlequin Hell's-Caretaker Heretic Hero Hipparion Hippo Homarid Hornet Horror Horse Horseman Hound Hunter Hydra Hyena Illusion Imp Incarnation Infernal-Denizen Inquisitor Insect Island-Fish Jackal Jellyfish Kavu Keeper Kelp King Kithkin Knight Kobold Kraken Lady-of-Proper-Etiquette Leech Legend Legionnaire Lemure Leper Leviathan Lhurgoyf Lichenthrope Licid Lion Lizard Lord Lurker Lycanthrope Mage Maggot Maiden Mammoth Manticore Mantis Marid Martyr Master Medusa Meerkat Mercenary Merchant Merfolk Mindsucker Minion Minor Minotaur Miracle-Worker Mist Mistfolk Mob Mold-Demon Monger Mongoose Monkey Monster Mosquito Mummy Murk-Dwellers Mutant Mystic Nameless-Race Narwhal Necrosavant Nekrataal Niall-Silvain Nightmare Nightstalker Noble Nomad Octopus Ogre Ooze Orb Orc Orgg Ouphe Ox Oyster Paladin Peacekeeper Pegasus People-of-the-Woods Phantasm Phelddagrif Phoenix Pig Pikemen Pirate Pixie-Queen Plant Poison-Snake Poltergeist Pony Preacher Priest Prism Pyknite Rabbit Raider Ranger Rat Rebel Reflection Rhino Robber Roc Rock-Sled Rooster Rukh Sage Salamander Sand Saproling Satyr Scavenger Scorpion Scout Serf Serpent Shade Shapeshifter Shark Sheep Ship Shyft Sindbad Singing-Tree Sister Skeleton Sliver Slug Smith Snake Soldier Sorceress Spawn Speaker Specter Spellshaper Sphinx Spider Spike Spirit Sponge Sprite Spuzzem Spy Squire Squirrel Stangg-Twin Starfish Stone Strider Survivor Swarm Tactician Tarpan Taskmaster Tetravite The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See Thopter Thrull Thundermare Tiger Titan Toad Tombspawn Tortoise Townsfolk Tracker Treefolk Troll Turtle Uncle-Istvan Undead Unicorn Vampire Viashino Villain Viper Volver Vulture Walking-Dead Wall War-Rider Warrior Warthog Wasp Wave Whale Whippoorwill Wight Wiitigo Wildebeest Will-o'-the-Wisp Witch Wizard Wolf Wolverine Wolverine-Pack Wolves-of-the-Hunt Wombat Wood Worm Wraith Wretched Wurm Yeti Zombie" ----- Phage the Untouchable {3}{B}{B}{B}{B} Creature -- Minion Legend 4/4 When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. * The first ability will apply no matter how Phage is brought into play except when you play it from your hand as a spell. * The first and third abilities cause players to lose the game. * For the second and third abilities, if the combat damage is prevented, the ability won't trigger. ----- Planar Guide {W} Creature -- Cleric 1/1 {3}{W}, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control. * When the creatures leave play, all enchantments on them are put into their owners' graveyards and any counters on them are removed. * Token creatures aren't returned to play. * Creatures that were face down will return to play face up. (They're also face up when in the removed-from-the-game zone.) * All "comes into play" abilities of the removed creatures work when they return to play. * If the ability is played during the end of turn step, the creatures are returned to play at the end of the next turn. ----- Quick Sliver {1}{G} Creature -- Sliver 1/1 You may play Quick Sliver any time you could play an instant. Any player may play Sliver cards any time he or she could play an instant. * The first ability applies while Quick Sliver is in a zone from which you can play it. * The second ability applies while Quick Sliver is in play. It applies to other Sliver cards that are in zones from which they can be played. ----- Ridgetop Raptor {3}{R} Creature -- Beast 2/1 Double strike (This creature deals both first-strike and regular combat damage.) * See the rules for double strike in the General Notes section. ----- Riptide Mangler {1}{U} Creature -- Beast 0/3 {1}{U}: Change Riptide Mangler's power to target creature's power. (It doesn't change back at end of turn.) * The change to the Mangler's power doesn't end at the end of the turn. * If the Mangler targets itself, it will set its power to its current power. * The effect of this power change is applied after the effect of any power-adjusting counters (such as +1/+1 counters), so if the ability has ever been played, counters on the Mangler won't change its power in any way. ----- Rockshard Elemental {5}{R}{R} Creature -- Elemental 4/3 Double strike (This creature deals both first-strike and regular combat damage.) Morph {4}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) * See the rules for double strike in the General Notes section. ----- Root Sliver {3}{G} Creature -- Sliver 2/2 Root Sliver can't be countered. Sliver spells can't be countered. * The first ability applies while Root Sliver is on the stack. * The second ability applies while Root Sliver is in play and any other Sliver spells are on the stack. ----- Seedborn Muse {3}{G}{G} Creature -- Spirit 2/4 Untap all permanents you control during each other player's untap step. * All your permanents untap during each other player's untap step. You have no choice about what untaps. * During each other player's untap step, effects that would otherwise cause your permanents to stay tapped don't apply because they only apply during *your* untap step. For example, Static Orb doesn't apply, and the Couriers from Onslaught will untap. ----- Shifting Sliver {3}{U} Creature -- Sliver 2/2 Slivers can't be blocked except by Slivers. * The "can't be blocked" ability applies to your Slivers and all other players' Slivers. ----- Skirk Alarmist {1}{R} Creature -- Wizard 1/2 Haste {T}: Turn target face-down creature you control face up. At end of turn, sacrifice it. * Any morph triggered abilities of the target creature will trigger. * If the creature is turned face up during the end of turn step, it will be sacrificed at the end of the next turn. ----- Warped Researcher {4}{U} Creature -- Wizard Mutant 3/4 Whenever a player cycles a card, Warped Researcher gains flying until end of turn and can't be the target of spells or abilities this turn. * On your turn, an opponent can cycle a card that has a cycling triggered ability (such as Gempalm Incinerator) and target the Researcher with that ability. This works on your turn because your triggered abilities go on the stack first, so your opponent's ability will resolve before yours. This situation is reversed on your opponent's turn. ----- Whipgrass Entangler {2}{W} Creature -- Cleric 1/3 {1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play. (This cost is paid as attackers or blockers are declared.)" * If you play the Entangler's ability multiple times on the same creature, the costs are cumulative. * The number of Clerics in play is counted when attackers or blockers are declared (as appropriate). ----- Windborn Muse {3}{W} Creature -- Spirit 2/3 Flying Creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.) * If you control multiple Windborn Muses, your opponent must pay for all of them. ----- All trademarks, including character names, are property of Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. (Copr.)2003 Wizards.