LandfallAn ability word has no rules meaning of its own. It groups abilities with similar themes; the text following it explains this card’s effect. (CR 207.2c) — Whenever a land you control enters,
doubleDoubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.
To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect. (CR 701.10) the power of target creature you control until end of turn.
WarpWarp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.
Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn. (CR 702.185) (You may
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) this card from your hand for its
warpWarp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Some effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.
Some effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn. (CR 702.185) cost.
ExileTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” (CR 701.13) this creature at the beginning of the next end step, then you may
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) it from
exileTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” (CR 701.13) on a later turn.)