The warriors of the scattered Gruul Clans spend a lot of time fighting for territory, for loot, or simply for enjoyment. A creature with a bloodrush ability is so eager to get into the fight, it might not even wait for you to cast it. It's hard to know whether this is flavoursome description for which our interpretation has gone awry, or an author writing about how a creature with Bloodrush actually doesn't have to be on the battlefield before you use its ability.
Plus this answer about Bloodlust quotes rule We're trying to stick to the Basic Rules though and not overcomplicate things, and I can't find what those have to say about this. Bloodrush is an activated ability that you can activate from your hand and only from your hand.
You cannot use bloodrush if the card is already on the battlefield. Most ability in Magic are only used from the battlefield, but abilities with costs that only apply in other zones, like "Discard this card," "Reveal this card from your hand," or "Exile this card from your graveyard," can only be activated from those other zones instead.
First off, note how Bloodrush is italicized on the card. That means it's reminder text, not rules text. Specifically, it's an "ability word" I'm only pointing this out because it means that, unlike trample or deathtouch, the word itself doesn't imply any extra rules. Everything about bloodrush is printed right on the card. The ":" indicates that it's an activated ability — pay a cost, get an effect.
However, how do you discard a creature that's on the battlefield? So, the answer is, you don't. You can only discard the card while it's in your hand. Which means Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield.
The exceptions are as follows:. So, because the ability says "discard Ghor-Clan Rampager" as a cost, you can activate it from your hand, even though most abilities are only used from the battlefield.
Blood rush is an activated ability of a card. Therefore it is cast at instant speed like any other ability. The only time blood rush can be used is from your hand. If the card with blood rush was on the battlefield as a creature, you could not 'discard' it and thus could not activate that ability. Normally activated abilities can not be used from the hand because they are part of the creature that a card becomes. Because Bloodrush and cycling depend on the card being discarded, they are an activated ability of the card not the creature and thus can only be used from the hand.
Boros creatures with battalion abilities are at their strongest when they attack alongside their allies. Battalion is an ability word that marks a particular kind of triggered ability.
A creature's battalion ability triggers when it and at least two other creatures attack. The bonus from battalion abilities varies from card to card, but the trigger is always the same. The Simic plumb the secrets of life itself, accelerating the evolution of their creations and even themselves with the evolve keyword. Evolve is a triggered ability that triggers whenever another creature enters the battlefield under your control. At the time that happens, you compare the new creature's power to the evolve creature's power and the new creature's toughness to the evolve creature's toughness.
If either or both of those values is higher for the new creature, the ability triggers. It only triggers once for each creature that enters the battlefield, even if that creature's power and toughness are both higher.
After the ability has gone on the stack and players have a chance to respond to it, it resolves. If multiple creatures enter the battlefield at the same time—say, because they're tokens—evolve triggers separately for each, and the triggers resolve one by one. Multicolored cards can put a strain on your mana, so Gatecrash features five common "dual lands"—lands that can tap for either of two different colors of mana—called Gates. Orzhov Guildgate enters the battlefield tapped and can tap for or.
It doesn't have the types Plains or Swamp , but it does have a land type: Gate. Being a Gate—sort of like being an Elf—doesn't mean anything on its own, but it's a marker that other cards in the set look for. So why is it good to have Gates? Gateway Shade, like many Shades, has an ability that boosts its power and toughness when you spend black mana.
But it also has a second ability that lets you tap any Gate, regardless of what colors of mana that Gate can produce. When you do this, you're not tapping the Gate for mana. You can tap a Gate for mana or to pay for Gateway Shade's ability, but not both. Multicolored: Gold and Hybrid A multicolored card is just what it sounds like: a card with more than one color. You're probably already familiar with "gold" cards, which are spells that require two or more different colors to cast: Drakewing Krasis.
Burning-Tree Emissary. Basilica Guards. Call of the Nightwing. Transmute Cipher Surveil. Hellbent Unleash Spectacle. Bloodthirst Bloodrush Riot. Convoke Populate. Haunt Extort Afterlife. Dredge Scavenge Undergrowth. Graft Evolve Adapt. Replicate Overload Jump-Start. Radiance Battalion Mentor. Ability Words. See also List of obsolete terminology List of deprecated mechanics List of silver-bordered mechanics List of unreleased mechanics Storm Scale.
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