Hidden Herbalists
Creature — Human Druid
$0.32
Market price
$0.42
Foil
0
Public decks
Rules Text
In the cellars beneath Narnam House, a strange and deadly garden grows.
Card Facts
Legality
Commander
LegalDuel Commander
LegalLegacy
LegalModern
LegalOathbreaker
LegalPioneer
LegalTLR
LegalVintage
LegalAlchemy
Not legalBrawl
Not legalCompetitive Brawl
Not legalFuture
Not legalGladiator
Not legalHistoric
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPenny Dreadful
Not legalPreDH
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalTimeless
Not legalRulings
- Feb 9, 2017 · Wizards of the Coast
Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don't apply multiple times if more than one permanent you controlled left the battlefield. They don't check whether the permanent that left the battlefield is still in the zone it moved to.
- Feb 9, 2017 · Wizards of the Coast
Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Murder, or an enchantment you returned to your hand with Leave in the Dust.
- Feb 9, 2017 · Wizards of the Coast
Tokens that leave the battlefield will satisfy a revolt ability.
- Feb 9, 2017 · Wizards of the Coast
Energy counters aren't permanents. Paying {E} won't satisfy a revolt ability.
- Feb 9, 2017 · Wizards of the Coast
All cards in the Aether Revolt set with triggered revolt abilities use an intervening "if" clause. A permanent you controlled must have left the battlefield earlier in the turn in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if no permanent you controlled has left the battlefield that turn, even if you intend to have one do so in response to the triggered ability.
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