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Magic: The Gathering · Aether Revolt · Uncommon

Hidden Herbalists

Creature — Human Druid

$0.32

Market price

$0.42

Foil

0

Public decks

Hidden Herbalists
$0.32$0.42
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, add .

In the cellars beneath Narnam House, a strange and deadly garden grows.

Card Facts

Mana value
2
Power / Toughness
2 / 2
Colors
Color identity
Produces
EDHREC rank
#25,748
Keywords
Rarity

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Modern

Legal

Oathbreaker

Legal

Pioneer

Legal

TLR

Legal

Vintage

Legal

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

Rulings

  1. 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.

  2. 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.

  3. Feb 9, 2017 · Wizards of the Coast

    Tokens that leave the battlefield will satisfy a revolt ability.

  4. Feb 9, 2017 · Wizards of the Coast

    Energy counters aren't permanents. Paying {E} won't satisfy a revolt ability.

  5. 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.

Printings

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1 printing
Aether Revolt
Aether RevoltAER · $0.32
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