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Aether Revolt Promos

Aid from the Cowl

Enchantment

Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.

Color profile

Color identity

  • Green

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

8
  1. Wizards of the Coast

    If the revealed card is not a permanent card or if you choose not to put it onto the battlefield, you may put it on the bottom of your library. If you don't, it remains on top of your library.

  2. Wizards of the Coast

    A permanent card is an artifact, creature, enchantment, land, or planeswalker card.

  3. Wizards of the Coast

    If a permanent put onto the battlefield this way has an ability that triggers at the beginning of your end step, it won't trigger during this end step.

  4. 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.

  5. 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.

  6. Wizards of the Coast

    Tokens that leave the battlefield will satisfy a revolt ability.

  7. Wizards of the Coast

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

  8. 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.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

2 results