Compiled by Matt Tabak, with contributions from Laurie Cheers, Carsten Haese, Eli Shiffrin, Zoe Stephenson, and Thijs van Ommen.

Document last modified September 11, 2013.

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The Release Notes include information concerning the release of a new Magic: The Gathering set, as well as a collection of clarifications and rulings involving that set's cards. It's intended to make playing with the new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the Magic rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at Support.Wizards.com.

The "General Notes" section includes release information and explains the mechanics and concepts in the set.

The "Card-Specific Notes" section contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.


GENERAL NOTES

Release Information

The Theros set contains 249 cards (101 common, 60 uncommon, 53 rare, 15 mythic rare, and 20 basic land).

  • Prerelease events: September 21–22, 2013
  • Launch Weekend: September 27–29, 2013
  • Game Day: October 19–20, 2013

The Theros set becomes legal for sanctioned Constructed play on its official release date: Friday, September 27, 2013. At that time, the following card sets will be permitted in the Standard format: Return to Ravnica, Gatecrash, Dragon's Maze, Magic 2014, and Theros.

Go to Magic.Wizards.com/Formats for a complete list of formats and permitted card sets.

Go to Locator.Wizards.com to find an event or store near you.


Theme: The Magic of the Gods

All Magic sets have powerful enchantment cards, and the Theros set features many Auras and other enchantments of the kind we're all used to playing with. But the Theros set also gives players enchantments unlike anything they've seen before. These new cards combine the enchantment card type with other card types to represent how the gods of Theros and their creations manifest themselves in the realm of mortals.

A unique graphical treatment on the cards shows the starry sky of Nyx—home of Theros's pantheon of gods—shining through the top half of the card frame. This frame element makes it easier for players to see at a glance which creatures and artifacts on the battlefield are also enchantments.

Let's look at three representative cards before we dive into the details in subsequent sections of this document.

Heliod, God of the Sun
3W
Legendary Enchantment Creature — God
5/6
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each W in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
2WW: Put a 2/1 white Cleric enchantment creature token onto the battlefield.

Heliod, God of the Sun is part of a cycle of five legendary enchantment creature cards, one in each color. See "New Term: Devotion" and "Cycle: Gods" for more information.


Heliod's Emissary
3W
Enchantment Creature — Elk
3/3
Bestow 6W(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Whenever Heliod's Emissary or enchanted creature attacks, tap target creature an opponent controls.
Enchanted creature gets +3/+3.

Heliod's Emissary is one of the fifteen other enchantment creatures in the set. Not all of these creatures are connected to the five Gods, but all of them have the bestow ability. See "New Keyword: Bestow" for more information.


Spear of Heliod
1WW
Legendary Enchantment Artifact
Creatures you control get +1/+1.
1WW, T: Destroy target creature that dealt damage to you this turn.

Spear of Heliod is part of a cycle of five legendary enchantment artifact cards, one in each color, that have a flavorful connection to the five Gods.

  • A permanent that is both an enchantment and another permanent type can be affected by spells or abilities that affect either type. For example, a spell that says "Exile target enchantment" will exile an enchantment creature or an enchantment artifact.
  • If an enchantment creature is turned into a creature (using Opalescence, for example), its printed power and toughness will be overwritten by the power and toughness defined by the animating effect. It will retain any supertypes and subtypes it may have had unless the animating effect specifically overwrites them.

New Keyword: Bestow

Bestow is a new keyword that represents the ability of some enchantment creatures, denizens of the gods' realm of Nyx, to infuse their essences into others. Creatures with bestow can be cast either as creatures or as Auras targeting a creature.

Nimbus Naiad
2U
Enchantment Creature — Nymph
2/2
Bestow 4U(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying
Enchanted creature gets +2/+2 and has flying.

The official rules for bestow are as follows:

702.102. Bestow

702.102a Bestow represents two static abilities, one that functions while the card with bestow is on the stack and another that functions both while it's on the stack and while it's on the battlefield. "Bestow [cost]" means "You may cast this card by paying [cost] rather than its mana cost." and "If you chose to pay this spell's bestow cost, it becomes an Aura enchantment and gains enchant creature. These effects last until one of two things happens: this spell has an illegal target as it resolves or the permanent this spell becomes, becomes unattached." Paying a card's bestow cost follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.

702.102b If a spell's controller chooses to pay its bestow cost, that player chooses a legal target for that Aura spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.

702.102c A spell's controller can't choose to pay its bestow cost unless that player can choose a legal target for that spell after it becomes an Aura spell.

702.102d As an Aura spell with bestow begins resolving, if its target is illegal, the effect making it an Aura spell ends. It continues resolving as a creature spell and will be put onto the battlefield under the control of the spell's controller. This is an exception to rule 608.3a.

  • You don't choose whether the spell is going to be an Aura spell or not until the spell is already on the stack. Abilities that affect when you can cast a spell, such as flash, will apply to the creature card in whatever zone you're casting it from. For example, an effect that said you can cast creature spells as though they have flash will allow you to cast a creature card with bestow as an Aura spell anytime you could cast an instant.
  • On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both.
  • Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
  • Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its T abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
  • If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
  • Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.

New Ability Word: Heroic

On the epic world of Theros, exceptional acts of heroism are sometimes required to survive. Heroic is an ability word that appears in italics at the beginning of abilities that trigger whenever you cast a spell that targets the creature with the heroic ability. (An ability word has no rules meaning.)

Setessan Battle Priest
1W
Creature — Human Cleric
1/3
Heroic — Whenever you cast a spell that targets Setessan Battle Priest, you gain 2 life.

  • Heroic abilities will resolve before the spell that caused them to trigger.
  • Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
  • Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

New Keyword Action: Monstrosity

Monsters of myth prowl the landscape of Theros, striking fear into the stoutest of hearts. Monstrosity is a new keyword action that puts +1/+1 counters on a creature and may cause other abilities to trigger for further bonuses.

Keepsake Gorgon
3BB
Creature — Gorgon
2/5
Deathtouch
5BB: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
When Keepsake Gorgon becomes monstrous, destroy target non-Gorgon creature an opponent controls.

The official rules for monstrosity are as follows:

701.28. Monstrosity

701.28a "Monstrosity N" means "If this permanent isn't monstrous, put N +1/+1 counters on it and it becomes monstrous." Monstrous is a condition of that permanent that can be referred to by other abilities.

701.28b If a permanent's ability instructs a player to "monstrosity X," other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.

  • Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
  • Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
  • An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.

New Term: Devotion

The pantheon of gods rewards the allegiance of mortals with magnificent wonders. Devotion is a new rules term that counts colored mana symbols to determine the magnitude of effects.

Nylea's Disciple
2GG
Creature — Centaur Archer
3/3
When Nylea's Disciple enters the battlefield, you gain life equal to your devotion to green. (Each G in the mana costs of permanents you control counts toward your devotion to green.)

The official rule for devotion is as follows:

700.5. A player's devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls.

  • Numeric mana symbols (0, 1, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
  • Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.

Returning Keyword Action: Scry

Scry is a returning keyword action that lets you get a glimpse of your future and possibly change it. It most recently appeared in the Magic 2011 Core set.

Spark Jolt
R
Instant
Spark Jolt deals 1 damage to target creature or player. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

The official rules for scry are as follows:

701.18. Scry

701.18a To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order.

  • When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
  • You choose how to order those cards no matter where you put them.
  • You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
  • Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

Cycle: Gods

The gods of Theros are ethereal beings who live among the stars. If mortals' belief in them is strong enough, they can manifest themselves and wage war beside them.

Nylea, God of the Hunt
3G
Legendary Enchantment Creature — God
6/6
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature. (Each G in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
3G: Target creature gets +2/+2 until end of turn.

  • The type-changing ability that can make the God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color.
  • If a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not, for abilities that trigger whenever a creature enters the battlefield.
  • If a God stops being a creature, it loses the type creature and all creature subtypes. It continues to be a legendary enchantment.
  • The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
  • If a God is attacking or blocking and it stops being a creature, it will be removed from combat.
  • If a God is dealt damage, then stops being a creature, then becomes a creature again later in the same turn, the damage will still be marked on it. This is also true for any effects that were affecting the God when it was originally a creature. (Note that in most cases, the damage marked on the God won't matter because it has indestructible.)

Cycle: Ordeals of the Gods

The Theros set includes an Aura of each color that represents a challenge from one of the gods.

Ordeal of Erebos
1B
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Erebos.
When you sacrifice Ordeal of Erebos, target player discards two cards.

  • The +1/+1 counter is put on the creature before blockers are declared and before combat damage is dealt.
  • The check of whether the enchanted creature has three or more +1/+1 counters on it happens as part of the resolution of the attack triggered ability. If the third +1/+1 counter is put on the enchanted creature any other way, you won't sacrifice the Ordeal until the next time the creature attacks.
  • If you sacrifice the Ordeal in some other way, its last ability will trigger.

Cycle: Auras with Enters-the-Battlefield Abilities

Scourgemark
1B
Enchantment — Aura
Enchant creature
When Scourgemark enters the battlefield, draw a card.
Enchanted creature gets +1/+0.

  • Five Auras in the Theros set include the ability "When [this Aura] enters the battlefield, draw a card." If the target of one of these Aura spells is illegal when it tries to resolve, it will be countered. The Aura won't enter the battlefield and you won't draw a card.