VigilanceVigilance is a static ability that modifies the rules for the declare attackers step.
Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
Multiple instances of vigilance on the same creature are redundant. (CR 702.20)
Whenever a source an opponent controls deals damage to you or a permanent you control, that source's controller loses 2 life unless they pay
.
,
SacrificeTo sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action. (CR 701.21) three other creatures:
ExileTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” (CR 701.13) Elesh Norn, then return it to the battlefield transformed under its owner's control.
ActivateTo activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.” (CR 701.2) only as a sorcery. // (As this Saga enters and after your draw step, add a lore
counterTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1).)
I —
IncubateTo incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.
An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.” (CR 701.53) 2 five times, then
transformTo transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)
Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.
If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.
If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens.
Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so.
If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.
Some spells and abilities refer to a “transformed permanent.” This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules 701.42, “Meld,” and 730, “Merging with Permanents.” (CR 701.27) all Incubator tokens you control.
II — Creatures you control get +1/+1 and gain
double strikeDouble strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
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.
Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
Multiple instances of double strike on the same creature are redundant. (CR 702.4) until end of turn.
III —
DestroyThe only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”
A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.” (CR 701.8) all other permanents except for artifacts, lands, and Phyrexians.
ExileTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” (CR 701.13) this Saga, then return it to the battlefield (front face up).