click here click here click here click here click here click here click here



click here for Magic Home Page
click here
 

New Features of Tempest

Tempest introduces the following new features. These add new flexibility to the way you play Magic, and are explained on the cards themselves.

Buyback

Instants, interrupts, and sorceries normally go to your graveyard after they resolve. Buyback is a new option that allows you to use these types of spells over and over again by returning them to your hand when they resolve. Each such spell has a "buyback cost" in addition to the casting cost.

If you pay the buyback cost when you play the spell, then the spell is returned to your hand when it resolves, rather than going to your graveyard. You have to pay the buyback cost when you play the spell if you're going to pay it at all.

Returning the card to your hand is part of the spell's effect, so it won't occur if the spell is countered or fizzles against all of its targets. Instead, the card is put into your graveyard.

EXAMPLE:

Sue plays Searing Touch, which has a casting cost of R and a buyback cost of 4. The spell's effect reads, "Searing Touch deals 1 damage to target creature or player." If Sue only pays R when she plays it, then the spell simply deals 1 damage when it resolves. But if she pays a total of 4R when she plays Searing Touch, then when the spell resolves, it both deals one damage and is returned to her hand.

Suppose Bob uses Spell Blast to counter Searing Touch. In this case, Sue simply puts the spell into her graveyard, whether or not she paid its buyback cost, because it never resolves. Bob pays a total of 1U for his Spell Blast, whether or not Sue paid to buy Searing Touch back, since the buyback cost is not part of the spell's casting cost.

Note that if Bob responds to Sue's Searing Touch by removing the target of the effect, Searing Touch will be put into the graveyard. Returning the card to Sue's hand is part of the spell's effect, which fizzles because the target has disappeared.

Licids

Licids are a type of creature. Licids can become creature enchantments, reside on other creatures for a while, and then revert back to being creatures. A typical licid is represented below:

[R]Tap: Enraging Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature is unaffected by summoning sickness" instead of a creature. Move Enraging Licid onto target creature. You may pay [R] to end this effect.

When a licid becomes a creature enchantment, is loses the licid ability and gains whatever ability is listed in the card text. It also stops being a creature and becomes a local enchantment instead. It retains all of its other characteristics, including its name, color, and so on. You still control the licid while it is an enchantment.

Unlike many abilities that move an enchantment onto another permanent, the licid ability targets the creature to be enchanted. If it fizzles against that creature, it will not take effect, so the licid itself will be unchanged.

Generally, the cost of using a licid's ability includes tapping it. This means that when it moves onto the creature, it will be a tapped local enchantment. the enchantment's ability will work normally, though, and the card will untap during your untap phase.

Shadow

Shadow is a new standard creature ability. It is both an evasion ability and a blocking restriction. Creatures with shadow cannot block creatures without that ability, but can't be blocked by those creatures either. In this respect they are like creatures that have flying but can't block creatures without flying.

Back to Tempest Main Page

© 2014 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved.