text:
How does Golos, Tireless Pilgrim interact with double-faced cards?
From the Ixalan set, we received double faced cards with lands on the back.  I believe they count as all types on both sides while not on the field.  Therefore:
When Golos, Tireless Pilgrim activates his ETB and I pick Gold-Forge Garrison as my land, which side does it enter as?

You can't pick a double-faced card that is a land only on the back
Double-faced cards only count as their front face while not on the battlefield. From the rules on double-faced cards:

711.4a While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.

You cannot choose Gold-Forge Garrison as your land, as its front face is not a land.
I think you're getting DFC rules mixed up with split cards, which do have the attributes of both halves while they're not being cast:

708.4 In every zone except the stack, the characteristics of a split card are those of its two halves combined. This is a change from previous rules.

A double-faced card you chose would enter front face up
A double-faced card always enters with its front face up unless it enters “transformed”. If you choose a double-faced card that is a land on its front face, like Westvale Abbey, Golos would not put it onto the battlefield transformed, so you would get the front face.

711.8 A double-faced card enters the battlefield with its front face up by default. If a spell or ability puts it onto the battlefield “transformed,” it enters the battlefield with its back face up.

Ah quite right, I was thinking of the Split/Fuse cards.  That's a shame, I was really excited about having Golos pull all the Ixalan lands right onto the field :(

The Ixalan double faced cards are not treated as lands unless they are on the battlefield and transformed.

711.4a While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.


text:
Can I pay some of the cost of an activated ability lots of times to get more out of the effect?
I have a goblin creature that’s ability states, tap: sacrifice a goblin: Tar Pitcher deals 2 damage to target creature or player.
My question: once I tap Tar Pitcher can I sacrifice multiple goblins and deal 2 damage for each creature sacrificed this way? Or can I only sacrifice one goblin and just deal 2 damage?

You can sacrifice one and only one goblin. MTG cards are very specific in their language: it says "a goblin", so you can sacrifice a goblin, not two goblins, not three goblins. If the card was designed to let you sacrifice multiple goblins, it would say

{T}, sacrifice any number of goblins: Tar Pitcher deals 2 damage to any target for each goblin sacrificed. You may choose different targets for each one.

(it would also be overpowered given the ease of creating goblin tokens)

What if the activated ability did not include tapping?

@LeppyR64 You can activate an ability multiple times as long as you can pay the cost each time. Each time you activated it you could still only sacrifice one goblin for 2 damage; the only difference is that it would be easier to activate it twice in the same turn.

@LeppyR64 For a recent example of this, see Knight of the Ebon Legion. If you've got enough mana, you can pump it multiple times in a turn and make it very large.

@LeppyR64 the tapping is what restricts it to one activation. Of course if you have an instant (not sorcery) that can untap it, then you can activate the ability, untap it, and activate it again (tapping it once more); theoretically repeating for as many of the untap instants as you have in your hand. This search @ WOTC lists many cards capable of untapping creatures (though it has a few false positives).

Right, it's important to note that tapping does not restrict it to a single activation as part of a special rule about tapping or anything. It's just a side-effect of the fact that you can't tap something that is already tapped; just like you can't spend mana that is already spent.

@DoktorJ The stack at various points in time will look a bit different*, it'll be less flexible if the opponent has an answer and it can only be done during on of your main phases, but you can do this with sorceries as well (even a dozen or more times, if you have the sorceries for that) -- *: well, you could do it the "sorcery way" with instants as well, and that's the most risk-free way, so it makes sense to assume that approach was taken unless specifically stated otherwise or required by the situation

@Jasper It's definitely not infinitely repeatable though (unlike with instants). A sorcery can only be cast during the Precombat or Postcombat phases, and require the stack to be empty. If activation of the ability counts as an instant in and of itself, it still goes on the stack. The best you might be able to finagle is activate in Beginning phase, cast sorcery in Precombat, activate again in Combat, cast sorcery in Postcombat, and activate one last time. I mean, 3 activations in one turn still isn't terrible, but it's a little trickier and you need to mind the phases.

Indeed, cards like Arms Dealer have no tap requirement, allowing you to ship as many goblins away to their doom as you want, as long as you have the mana and the goblins.

@DoktorJ Yes it is repeatable. During your main phase, activate Tar Pitcher -> Let TP ability resolve -> (stack is empty now) play Hidden Strings -> let HS resolve (stack is empty again) activate TP -> let TP resolve -> play second HS -> let HS resolve -> activate TP...

You seem to be under the impression you cannot play more than one sorcery per main phase, which is incorrect. Technically seen (though this is never actually played out in actual play) you play a spell, then there is a round in which everyone gets priority and thus can respond. If everybody passes in succession, the top spell on the stack resolve and then passing of priority starts all over again, it's only when everybody passes in succession while the stack is empty that the current step or phase without steps ends.

Just one
As Philip Kendall pointed out, because the ability specifies a goblin, you only sacrifice one. You can think of activated abilities like purchasing something. Everything to the left of the colon is what you pay. Everything to the right of the colon is what you get. In this case, the cost is:

{T}, Sacrifice a goblin

The thing you get in exchange is:

Tar Pitcher deals 2 damage to target creature or player.

({T} here represents the tap symbol.)
As with all activated abilities (unless they have some limit), you can repeat this transaction as much as you like, but each time you must pay the full cost. We can see that the tap symbol serves a crucial role as part of the cost, because it limits you to only using the ability once per turn (or possibly more if you find some other way to untap Tar Pitcher): if Tar Pitcher is tapped, you can't pay the cost of tapping him again.

For a more clear alternative example, take Prodigal Pyromancer. Its ability is

{T}:Prodigal Pyromancer deals one damage to any target.

(Note that the game text has been updated and is different than the text on the card. Tar Pitcher has been updated in the same way.)
Their abilities are exactly the same, except that Prodigal Pyromancer deals 1 less damage and doesn't require that you sacrifice a goblin. We can clearly see how incredibly strong it would be if Prodigal Pyromancer's ability could be repeated as long as it was tapped: it could deal an unlimited amount of damage to any target! Thankfully this isn't the case: the {T} cost must be paid each time, which usually means this ability will only happen once per turn.

You can only sacrifice one goblin and deal 2 damage each time you activate the ability.

602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.
602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect.

In this case, Tar Pitcher's ability's cost has two parts; tapping Tar Pitcher and sacrificing a Goblin. Both parts of this cost must be paid each time the ability is activated. There is nothing "special" or different about tapping that limits it to being paid only once per activation; all costs are paid only once per activation. It just so happens that tapping is a cost that (normally) can only be paid once per turn.

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


text:
Non-Legendary Planeswalkers
If a Planeswalker in Magic the Gathering wasn't Legendary when it was printed (before Dominaria in 2018, e.g. Liliana, Death's Majesty), would you be allowed to have two of that same Planeswalker card in gameplay?

No, because even if it's not printed on the card, they're still Legendary due to errata:

306.4. Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).

If you look at the Oracle text of Liliana, Death's Majesty, it says

Types: Legendary Planeswalker — Liliana

instead of just "Planeswalker — Liliana" so it is legendary and you can only have one of her in play. But there could be newer planeswalkers printed in the future which aren't legendary, and of those you would be able to have multiple at the same time.
A few currently existing options to make non-legendary or at least multiple copies of planeswalkers (thanks to @AlexP and @ArcanistLupus for the suggestions):

Jace, Cunning Castaway
Helm of the Host for a planeswalker turned into a creature (e.g. with Memnarch and March of the Machines)
Mirror Gallery

What are the newer planewalkers where you can have multiple of them at the same time?

Sorry, I vaguely recalled there being a few, but I must have misremembered. Still, it's possible that they'll print them in the future.

@RandomKiwi Jace, Cunning Castaway tokens

True @AlexP, those token planeswalkers are not legendary, but I was wondering whether there were any non-legendary planeswalker which you could cast form your hand.

I don't understand why Wizards of the Coast didn't specify Liliana, Death's Majesty to be legendary on the card itslef.

Because the rule was changed after printing the card. They can't just give everybody new copies ...

You have plenty of examples with what you have so no need to add this, but I just want to mention that the card Spark Double was pretty much created to do exactly what was described here.

And of course Gideon can make himself a creature.

@Acccumulation I thought of that, but it doesn't help for Helm of the Host...

You can have multiple planeswalkers in play as long as the card name is different. For example: Garruk, Cursed Huntsman and Garruk, Wildspeaker. I choose Garruk because of the new card from Throne of Eldraine: Garruk, Cursed Huntsman. His first ability says create 2 wolves with when a created wolf die you put a loyalty counter on every Garruk in play.

306.4.: Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).

704.5j: If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”

So as long as the two planeswalkers don't have the same card name, you can have them both on the battlefield simultaneously.

As far as I know, the only way to use two of the same Planeswalker at the same time is to duplicate it with Spark Double or a card with similar effect.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Scoring with "Triumphal Arch" and only one Action card in the deck
Yesterday my son and I played the "Advanced Introduction" of the Dominion Empires edition. Among other cards, it contains the "Triumphal Arch" whose description states:

When scoring, 3 VP per copy you have of the 2nd most common Action card among your cards (if it’s a tie, count either (*)).

The rule clarifications include the following text:

The tie can be for either first or second place: if you had 7 copies each of Villa and Village, you would score 21VP. If you had 7 copies of Villa, then 4 copies each of Village and Wild Hunt, you would score 12VP.

So far, all is clear. However, in our second game, my son focused so much on the Wedding, that in the end he only had exactly one single action card.
We decided to grant him 3 VP for this card, but weren't sure if this was the correct way to do it. Since he didn't have a "second most common" action card and since he didn't have two tying for first place, either, the rules didn't seem clear on how to handle this situation.
Is the "second most common" action card count zero, because there was no tie for first place and nothing for the second place? Or was our way of falling back to the single action card count correct?
It didn't really make much of a difference with just the single card, but in a game where a player only bougt one single type of action card, but had bought 8 of them, the difference between 0 and 24 would be quite significant.
(*) Interestingly enough, in our German version, the translation of the card is slightly different from the English text, it translates back as "if it's a tie, count both" which I initially interpreted in a way that would have counted 7 villas, 4 villages and 4 wild hunts to yield 24VP instead of 12VP.

Most importantly, have fun playing with your son!
For your question, in case there is no second most common Action card in a player's deck, that number would be 0. Or maybe it's non-existent, but you certainly don't count the most common one (that's kind of the strategic point of the card). So your son should have gotten 0 VP from Triumphal Arch in that game.
Another way to think about this conceceptually is that at the end of the game, you write down how many copies you have of each Action card. You then omit then names of the Action cards (so you only have the numbers left), then order those numbers, starting with the highest. Whatever number is in the second spot after the ordering is the number you multiply with 3 to get your VP from Triumphal Arc.
The German translation is wrong in this case. I was confused as well first (not having seen the English text before), thinking you could increase the VP by deliberately producing a tie (say 4x most common Action card, 4x second most common Action).

Thanks, we were having lots of fun (especially him, beating me soundly twice in a row :-) His lead was far more than those three points, but it's good to know for the future.


text:
Can Coastal Wizard bounce multiple other creatures?
I have been thinking about other ways to abuse the Aphetto Alchemist and Illusionist's Bracers combo.

Aphetto Alchemist {1}{U}
Creature — Human Wizard 1/1
{T}: Untap target artifact or creature.
Morph (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Illusionist's Bracers {2}
Artifact — Equipment
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Equip {3}

I stumbled across Coastal Wizard.

Coastal Wizard {2}{U}{U}
Creature — Human Wizard 1/1

{T}: Return Coastal Wizard and another target creature to their owners' hands. Activate this ability only during your turn, before attackers are declared.

Can I tap Coastal Wizard (before I declare attackers) to target an opponent's creature, then hold priority, tap Aphetto Alchemist to untap Coastal Wizard and itself (with the Illusionist's Bracers trigger), allow the two untap abilities to resolve, then tap Coastal Wizard again to target another creature an opponent controls?
If I can and do, when Coastal Wizard's two activated abilities on the stack resolve, do both return an opponent's creature to hand, even though Coastal Wizard has already left the battlefield after the second activation resolves?

For the lulz - have a look at willbreaker

Yes, that combo works.
For the first part of your answer, whether you can activate Coastal Wizard multiple times, yes you can:
Whenever you, as the active player, cast a spell/activate an ability, or whenever a spell or ability has resolved, you receive priority:

117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.

117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.

That means you can keep activating abilities as long as you want before anything resolves. That allows you to stack your abilities in any order you like. When any of the Aphetto Alchemist's abilities resolves and your Coastal Wizard becomes untapped, you receive priority and can activate Coastal Wizard again, before any of its previous activations resolves. At the end of it all, you have 3 Coastal Wizard activations on the stack.
For the second part of your question: Since returning Coastal Wizard is an effect of its ability, not a cost, you only return it on resolution. Since returning the Wizard and the targeted creature are independent effects (no intervening if-clause), it doesn't matter if the Wizard is no longer on the battlefield by the time the ability tries to return it. The targeted creature will be returned anyway.

609.3. If an effect attempts to do something impossible, it does only as much as possible.

Note though that if all targets of your various Coastal Wizard abilities all became illegal by the time they resolve, for example through Veil of Summer, the abilities would all be removed from the stack because all their targets became illegal, and you wouldn't have to return your Wizard either.

Thanks for a great explanation! I'd not even considered the Veil of Summer scenario, but it makes perfect sense.


text:
Does equipping an equipment go on the stack?
Say we're in a game of MTG Commander/EDH. I already have Lightning Greaves on the battefield from the previous turn.
I begin my main phase and I play my commander (Let's say it has no abilities or ETB effects for simplicity).
No one responds.
I then activate lightning greaves to equip it to my Commander creature. Can someone play a destroy spell like Murder in response?
So does that mean Murder is on top of the stack, and my equip is at the bottom? No other responses from other players. The stack then tries to resolve. My creature is destroyed and my artifact effect cannot resolve. Thus my commander did not get Shroud.
Is this correct?

Equip is a regular activated ability. It goes on the stack and can be responded to. If it didn't resolve yet, the targeted creature is not yet equipped and does not benefit from the equipment in any way.

702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.”
602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. [..]

Yes, "equipping an equipment" is an activated ability and as such goes on the stack and can be responded to. An opponent may target (e.g. destroy) the creature or the equipment itself.

Just because an activated ability cost 0 does not mean it does not use the stack. It works just like any other sorcery speed activated ability, the only difference is that it cost 0.
The only real thing that does not use the stack is the playing of lands.

There are a variety of things that don't use the stack. Playing lands is just one of the most common.


text:
Can Adventure creatures always be cast from exile?
Throne of Eldraine will include 'Adventure' instant and sorcery subtypes, that are attached to a creature (or possibly just permanent) card. The reminder text says (Then exile this card. You may cast the creature later from exile.)

Can the creature always be cast from exile (obeying normal rules for casting creatures)? (For instance, if the card was in the graveyard, and then the graveyard was exiled) Or can it only be cast from exile if the card was put into exile by resolving the Adventure?
IE: Does the reminder text serve to remind that creatures attached to Adventure subtypes can be cast from exile, or does resolving an Adventure create an additional effect that allows you to cast the attached creature from exile?

Resolving an Adventure spell puts the card into exile and allows you to cast it from exile. If the card was not put into exile that way, it cannot be cast from exile. The Throne of Eldraine Mechanics Guide says this on the topic:

Now the fun part of going on an adventure: returning safely! If an exiled card you own is on an adventure, you can cast the creature. This could be the same turn in which you cast the Adventure or on a future turn. This works only if the Adventure spell resolves and the card remains in exile. If you cast the Adventure and it's countered, you're out of luck. Of course, you don't have to cast the Adventure at all. You could just cast Beanstalk Giant if you have need of smashing now or you don't want to risk Fertile Footsteps getting countered.

Yeah, I think maybe the best way to think of this is abilities like we've seen most recently on Thief of Sanity.  The effect that indefinitely put the card into exile is also the thing that allows it to be cast from exile rather than any ability that the card has while in exile.  It is also slightly like Rebound, although that only allows you to cast during the resolution of a specific trigger.


text:
Stealing Emissary of Grudges
Player A plays Emissary of Grudges and chooses Player B.
Player C steals Emissary of Grudges with Mind Control. Can Player C look at the named player? Can they activate the ability and reveal the name if Player B targets them with something?
I'm getting thrown off by the phrasing of "Reveal the name you chose:". 'You' should refer to the creature's controller, but Player C didn't choose a name.

Player C has no access to Player A's secret choice and cannot activate the ability. We can see this reflected in a ruling on Emissary of Grudges:

If you didn’t choose an opponent when Emissary of Grudges entered the battlefield, you can’t pay the cost to activate its last ability. This will usually happen because you gained control of another player’s Emissary of Grudges or because a creature already on the battlefield became a copy of Emissary of Grudges.

As you mention, Player C never made a choice, so they cannot reveal the choice they made. They also have no privilege to access Player A's secrets; they just control a creature.
We see this same ruling and behaviour on Stalking Leonin.

well, now our answers really are equal.

Oh jeeze, I misread that. I thought that ruling was referring to an Emissary of Grudges whose enter the battlefield ability never resolved. (For instance, if it was countered, or if a creature that was already on the battlefield became a copy of Emissary of Grudges)

No, Player C cannot activate the ability or look at the named player.
From the rulings on the gatherer page of Emissary of Grudges:

If you didn’t choose an opponent when Emissary of Grudges entered the battlefield, you can’t pay the cost to activate its last ability. This will usually happen because you gained control of another player’s Emissary of Grudges or because a creature already on the battlefield became a copy of Emissary of Grudges.


text:
I need help to find card 094 in Fallout: The Board Game
I'm having trouble finding card 094. Card 016 says to add 094, but I can’t find anywhere. I've counted all my encounter cards and I believe I have them all. I don't know what 094 is meant to be or where I'm meant to find it.
Could someone tell me what kind of card it is, if it's a vault card or something else, and where in the game materials I'm supposed to find it?

Could you clarify what you're asking? Are you looking for the name of the card numbered 094 or 110 or...?

Card 016 references 094 and 134, 094 should be among the box's contents.

Card 094 should be included in the contents of the box.
If you are missing card 094 you can send a request to Asmodee for a replacement here : https://parts.asmodeena.com/partsrequests/


text:
Do you get a counter for each Tempered Sliver on the battlefield
I'm building my first sliver deck.
If I have two Tempered Slivers on the battle field and a Sliver I control deals damage to a player, would it get one +1/+1 counter or two.
My gut is telling me it would be just the one.

Related: https://boardgames.stackexchange.com/questions/49390/do-field-enchantments-stack

The sliver in case would, in fact, get 2 +1/+1 counters.

This is because of rule 113.2c, which I quote, with the relevant bit emphasized:

113.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.

The part in bold font means that your slivers (including your Tempered Slivers) have, besides their other abilities, two instances of

"Whenever this creature deals combat damage to a player, put a +1/+1 counter on it".

Both instances will trigger independently, giving your slivers two +1/+1 counters.

Happy days, I'll add the 4 of them in then!

@Phil3992 I can guarantee you'll have a lot of fun with Sliver decks. I can also guarantee your friends will not. (Jokes aside, it's a pretty fun deck to play with when you have a bunch of big creatures with trample, haste, flying, and a couple +1/+1 counters and buffs).

With Bonescythe Sliver or Fury Sliver you can have them getting twice as many +1/+1 counters per turn.


text:
Rules when using a Joker
I had on my rack among other tiles, a black 9, 1 x blue 10, and a black 12.
On the table was a set of 3 x 10s including a Joker(no blue 10), and other sets of tiles including an available black 11.
Can I replace the joker with my blue 10 and then set out :
my black 9, the joker(representing a black 10), a black 11 from the table, and my black 12?

Duplicate of: https://boardgames.stackexchange.com/questions/44373/rummikub-using-a-joker-with-two-tiles-from-my-rack-and-one-from-the-board. But can't be marked as a duplicate because that one has no upvoted answer...

@AndyT that's not a duplicate -- that one asks about needing to use an additional tile from the board (in addition to two from your hand, which that OP's rules required).

@L.ScottJohnson - Yes, and no. If David Young has the rule that "you must use two tiles from your hand" then it's identical. There's no indication from David Young as to what wording his ruleset has... so who knows whether it's a duplicate or not?

@AndyT, even if he using the same ruleset, this is a different question / more expansive question. This question is about what tile can be used to take the Joker from the set of three; a point the linked question doesn't have.

Note: all quotes taken from this set of rules.
Yes, you can replace the Joker with either of the missing 10s (in this case, a blue 10)

In the case of group consisting of two equal tiles and a joker, the joker can be replaced by a matching tile of either of the missing colors.

Yes, you can use the retrieved joker as any tile; you are free to change the color and/or rank it represents.

a player who has in hand the tile which is represented by a joker on the table, the player can substitute the real tile for the joker and then re-use the joker in some combination on the table.

And note: this is "yes" only if you've already set out your initial meld. You can't retrieve a joker before putting down your first meld.

The first meld made by each player must consist of one or more combinations formed entirely from that player's hand

Well done for saying which version of rules, but it's worth noting that joker rules vary significantly across different versions; so the OP's edition of the rules may not agree with your answer.

True, Rummikub is a venerable game. (If you find rules that are at odds with my answer, let me know and I'll include them)

Here's a good summary of all the (possible) rules: boardgamegeek.com. Personally I grew up with the same rules that Gregor had on this question.


text:
Can Selective Adaptation be used to get equipment or enchantments?
Selective Adaptation, a green sorcery, says:

Reveal the top seven cards of your library. Choose from among them a card with flying, a card with first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Put one of the chosen cards onto the battlefield, the other chosen cards into your hand, and the rest into your graveyard.

Will this work for equipment and auras? For example, Basilisk Collar says

Equipped creature has deathtouch and lifelink.

If I understand keywords correctly, Basilisk Collar gives Lifelink to equipped creature, but it doesn't have lifelink.
So - can I put Basilisk Collar on the battlefield with Selective Adaptation?

Basilisk Collar gives lifelink to equipped creature, but it doesn't have lifelink.

Correct, therefore Selective Adaptation cannot fetch Basilisk Collar. For example, if an unequipped Basilisk Collar is animated with Karn, the Great Creator's +1 ability:

+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.

the collar itself won't have deathtouch.
While Selective Adaptation can't fetch Basilisk Collar itself, there are some non-creature non-vehicles which have either indestructible or hexproof and therefore can be fetched with Selective Adaptation, for example:

Darksteel Axe, an indestructible equipment
Lotus Field, a hexproof land
Nine Lives, a hexproof enchantment

(Credit to mreux and the Scryfall folks for the query!)

As for exceptions, only indestructible and hexproof appear on non-creature no -vehicle cards. Full list here https://scryfall.com/search?q=fo%3A%2F%5E%28hexproof%7Cindestructible%29%2F+-t%3A%2Fcreature%7Cvehicle%2F&unique=cards&as=grid&order=name

Good point, I was thinking only of stuff like flying and deathtouch. Indestructible and hexproof are (relatively) common on other types; deleted that section from the answer as it will probably get too confusing.

@mreux wither is retired but it appeared on Puncture Blast, and some of the other words can exist on other card types but there aren't printed examples, for instance how Firesong and Sunspeaker give red spells lifelink. A bit nitpicky, and not currently relevant to the question, but still true.

Bit nitpicky, but "Super-Duper Death Ray" is an instant that has trample.  Admittedly, it's silver bordered, but still... :)

@DenisS The equivalent competitive legal cards use a different templating so I think we can ignore that one :-)

I know there's some creatures that give your instants and sorceries Lifelink. Are there any of them that have Lifelink as a standalone card?


text:
Where can I find Help Your Neighbor?
I played a card and dice game called “Help Your Neighbor” several years ago. When the player rolled the dice, he/she could discard the number that matched the sum of the dice.
Is a complete set of rules available? I saw rules posted here but can no longer find them.

I dont know that game, but a quick look into a search engine gave this link:
https://creatingmaryshome.com/help-your-neighbor-a-game/
the article includes the rules, not sure if they what you are searching for, feel free to update this answer to include the details yourself

Thank you Joe W. This is it and is exactly what I needed!! Thanks!!

The game is available for purchase at this link: https://www.thegamecrafter.com/games/help-your-neighbor1


text:
Does a countered Mimeoplasm still exile creatures?
If I use Counterspell on a The Mimeoplasm that's being cast, are the 2 creatures that have to be removed still removed? Or is this a ETB effect? I ask because of the fuzzy wording on The Mimeoplasm that says as he comes into play first...

The wording clearly says

As The Mimeoplasm enters the battlefield, you may exile two creature cards from graveyards. If you do, it enters the battlefield as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card.

(emphasis mine)
So if it's countered, it will not enter the battlefield, the replacement effect won't happen and the creature cards won't be exiled from their graveyards.

I think the OP's confusion might be based on the difference between "When CN enters the battlefield," and  "As CN enters the battlefield," might be worth adding a small explanation in that


text:
Can I deal indefinite amounts of damage to an indestructible creature?
If I have an indestructible creature, can I deal an infinite amount of instances of damage since lethal damage isn't checked or since the effective "health" of the creature is at or below 0 would you not be able to target it anymore? Per se a creature with Enrage that was given indestructible could be dealt any number of instances of damage to constantly trigger?

it this what you are looking for?

Worth noting that (with the exception of a few joke cards, dealing infinite damage is impossible in Magic.  The closest you can get is "arbitrarily large" amounts of damage, but the game requires you to pick a number even when you have a loop you could theoretically continue forever.  That number can be however big as you want it to be.

Yes, you can keep dealing an indestructible creature damage.
Magic doesn't have any concept of “health”, although digital games might misrepresent this by appearing to reduce the toughness of a creature that's been dealt damage (no such thing actually happens in the game rules). The only relevant factors are that creatures have toughness and can have damage marked on them, and while creatures normally die when the damage equals or exceeds the toughenss, that doesn't happen for indestructible creatures. Since the indestructible creature is still there it can and will be able to still keep taking damage from effects.
This behaviour is seen in combos such as a Stuffy Doll enchanted with Pariah: any damage dealt to you is instead dealt to Stuffy Doll which then deals an equal amount of damage to your opponent. Stuffy Doll could take dozens of points of damage, or frankly millions, even though its toughness is only 1.
Yes, you could make an Enrage creature indestructible, ping it indefinitely, and indefinitely trigger its Enrage ability.

Perhaps worth pointing out that many digital versions of MtG are a bit lax in their representation of marked damage - they'll label a 0/3 creature with 1 point of damage marked as a 0/2, which isn't really the case. It sort of suggests that damage is subtracted from toughness, and it's an important distinction in some cases.

@NuclearWang Thanks, I was wondering if I should mention that. Added.


text:
Do players reveal their sort order for Forecast?
The instructions are not really clear on some of the nuances of the game, particularly the bioterrorist scenario.
When playing the Forecast event card, do the players have to divulge the order they are sorting the cards to the bioterroist? Or can they do so secretly?

Hi Bytor47, and welcome to board games stack exchange. We ask one question per question here, or only additional questions if they're inseparably related to the first. Accordingly I've removed the second (unrelated) question; please feel free to ask it separately. You can access it in your question's revision history, found by visiting the edited X time ago link underneath your question.

With the forecast event you can chose to discuss or not discuss the what the cards where that you drew and what order you put them back in. However if you do discuss any of that information you can't keep it from the bio-terrorist.
Rules

The Bio-Terrorist may listen to the other players as they discuss their plans
  and cards, but should not interrupt them on their turns. The non-Terrorist
  players may not hold private discussions nor pass notes to each other.

I would note that it is possible to lie about the information you got from the card but I would question how useful it would be to lie to your teammates and it could end up hurting you more in the long run.


text:
Do I have to take mana from my deck or hand when tapping a dual land?
I have a land card, for example Stone Quarry which reads "{T}: Add {R} or {W}." Do I take the mana from my library or my hand?

Related: How do dual lands and their mana work?

Also: Compare Stone Quarry with Arid Mesa to see how the other effect is worded.

@Zulan found Terrain Generator as an example of "from your hand"

You are confusing Lands with Mana, a common beginners' mistake.
Mana is a resource that you use to cast spells; it is not represented by cards; you can not physically see it. When you tap a land, such as a Mountain, you add a red mana to your mana pool, which means you now have 1 red mana to spend.
When you tap a Stone Quarry, you choose to either add a red mana to your mana pool, or to add a white mana to your mana pool. Either way you end up with 1 mana in your mana pool. You do not get any land cards from your library or your hand.
Note that tapping a Stone Quarry is very similar to tapping a Mountain. When you tap a Mountain, you are activating an ability that says ""{T}:Add {R}." This ability is just not printed on the card for basic lands; it is instead within the rulebook for all basic lands.
An effect that has you put a land card from your hand or library onto the battlefield would specifically say so:
Arid Mesa's ability says:

Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle your library.

and Terrain Generator's ability says

You may put a basic land card from your hand onto the battlefield tapped.

Note that Arid Mesa can't even produce mana, even though it is a land. Lands commonly produce mana, but not all of them do.

Good answer, but could use Arid Mesa and Terrain Generator as examples of wording for playing lands from library or hand.

Just to avoid confusion about number of land drops, you might want to change:
"An effect that has you get (play) a land card from your hand or library would specifically say so:"
to: "An effect that has you put a land card from your hand or library onto the battlefield would specifically say so:"

Take a look at the old mountains, they had written on them ": Add  to your mana pool" from 6th edition on they stopped printing that on the card itself, but the rules still include that all lands with the type Mountain tap for , that's all the land does is add red mana when tapped. Lands produce mana, they aren't actually mana themselves. This is covered in the Comprehensive Rules(emphasis mine):

305.6 The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words "basic land type," it's referring to one of these subtypes. A land with a basic land type has the intrinsic ability ": Add [mana symbol]," even if the text box doesn't actually contain that text or the object has no text box. For Plains, [mana symbol] is ; for Islands, ; for Swamps, ; for Mountains, ; and for Forests, . See rule 107.4a. See also rule 605, "Mana Abilities."

That's also why the ability to add mana is in brackets on the more recent printings of typed duals like Sacred Foundry because being a mountain and a plains means it can tap for red or for white, it doesn't need to be explicit on the card, anything in brackets is just there as a reminder.

I didn't realize this held true for non-basic lands with basic land types. Have they ever left out the explicit text for nonbasic lands that still have a basic land type?

@JollyJoker Yes, the textboxes of the expedition shock lands didn't even have reminder text, only "As ~ enters the battlefield, you may pay 2 life. If you don't, ~ enters the battlefield tapped." Take a look at Temple Garden

@JollyJoker It's also why Urborg, Tomb of Yawgmoth works, because adding the type swamp to a nonbasic land makes it able to tap for black.

Good point on Urborg. I just haven't noticed those shock lands


text:
Planeswalker Ability and Death Timing
A planeswalker with 7 loyalty counters has:

a –7 loyalty ability that creates a 5/5 dinosaur token
a passive ability that makes all summoned dinosaurs enter the battlefield with a +1/+1 counter.

Would the dinosaur summoned be a 6/6 or a 5/5?
My guess would be 5/5 as the planeswalker dies first, then the ability resolves.

What planeswalker is this? I wasn't aware of any planewalkers with any static abilities.

In the upcoming set War of the Spark all of the planeswalkers have static or triggered abilities. However, the one described in this question does not seem to have been spoiled yet.

Ah, cool. I always miss the new set mechanics articles when they first come out.

Not a real planeswalker a friens of mine stitched it together as a Dreadmaw meme and that question came up, sorry if I caused any confusion.

This is actually relevant because the new Arlinn produces wolves with her -2 and has a static ability that all your wolves enter with a +1/+1 Counter.

The base for the stitched together card was actually Arlinn, Voice of the Pack!

See also: Jace, Wielder of Mysteries' -8 is templated in a way that seems redundant with his static ability

@Caleth not entirely. The templated way allows you to win the game in 2 situations you wouldn't if it was templated differently. One of them, if you -8 Jace and have 6 cards left in your library (and jace loyalty was at 8) you would lose the game as the static ability is no longer there. If you have exactly 7 cards in your library and the last phrase wasn't written in the card, you would need to still draw 1 more card and have Jace in the battlefield when you draw the card to actually win. With the templated wording, drawing the last 7 wins you the game.

@fireshark519 that was my point: If it were worded differently, you'd lose in the <6 cards, 8 loyalty case. Obviously WotC doesn't want that, hence it's printed wording duplicating the "instead you win" clause.

@Caleth ok. I just mean that at least to me it doesn't seem redundant but I see your point...

The dinosaur enters the battlefield as a 5/5 because, as you say, the planeswalker will be dead before the ability resolves. This is the exact sequence of events:

You activate the planeswalker's ability, putting the ability on the stack and removing 7 loyalty counters to pay the ability's cost.
The planeswalker dies as a state-based action because it has no loyalty counters.
All players gain priority, and pass it or respond to the ability.
The ability resolves and the dinosaur enters the battlefield.

I would add a number 2 before your number 2, just "The ability goes on the stack"
on your current number 2 "before priority is gained, SBA check the PW has now loyalty counters and takes it to the graveyard" it just makes it easier for people to answer their own questions in the future

I fleshed it out a bit. Putting the ability on the stack is actually the first step of activating the ability, so it wouldn't be accurate to put it as a second step of this sequence.

that looks good now :)

After the loyalty ability goes on the stack, state based actions are being checked; they'll see a planeswalker without loyalty counters and it's put into the graveyard.
The ability will resolve (if nothing else happens) and create a token 'long' after the planeswalker is gone, so it won't enter the battlefield with a +1/+1 counter.


text:
What happens when multiple "when this creature dies" triggers happen at the same time?
In Magic the Gathering, If I have Gate to the Afterlife and Shadows of the Past on the battlefield and one of my creatures die which ability activates first?  Would I have to scry first or would I have to heal/draw/discard first?

Both capacities will trigger in the same time. You choose the one to apply first. (you put them on the stack in the order that you want)

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose.

APNAP order is Active player/non active player order. This means that effects from the active player, the one who's turn it is, get put on the stack first, in the order they choose, then the next player in turn order and so on. The last thing put on the stack is the first to resolve, so the person who's turn is farthest away will have their triggers resolve first.

It's usually considered pertinent to quote the specific paragraphs of the rules which back up your answer. In this case, it's 603.3b. I took the liberty of adding it to your answer.

Do we also need to define APNAP order? I don't have a good feel for how accessible the acronym is.

@ArcanistLupus, yes.  The OP is not familiar with the stack, so I would assume they are not familiar with APNAP.

@ArcanistLupus I read up about APNAP order and from what I could gather it would pretty much mean that my opponents triggered abilities (If he/she had any) would resolve before my triggered abilities would resolve.  Is this correct?

@atlster455 if it's your turn, yes.  The player whose turn it is puts their triggers on the stack first, which means that other players' triggers resolve first.


text:
Unbreakable Formation vs. Cry of the Carnarium
My opponent played Cry of the Carnarium in MTG Arena.  I immediately played Unbreakable Formation after.  The intended result was for my creatures to not die or get exiled, but they did.  Shouldn't Unbreakable Formation resolve, granting me indestructible until end of turn?

As discussed in the answers below, I think a lot of the confusion comes from the way MTG: arena displays loss of toughness. (+0/-2 is not equal to 2 damage, even though MTG:A displays them the same way)

This is, why a Tragic Slip on Ulamog is always funny.

The card Unbreakable Formation will not generally save your creatures from dying from Cry of the Carnarium, because the ability Indestructible does not save creatures from dying from toughness loss.
The ability Indestructible is defined in rule 702.12b:

A permanent with indestructible can't be destroyed. Such permanents aren't destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).

The rule it references, 704.5g, is part of the State-based action rules:

If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

The previous rule, 704.5f, says this:

If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.

As you can see, if a creature takes damage greater than or equal to its toughness, it is "destroyed", so Indestructible can stop it. But if a creature loses all of its toughness, it is just put into the graveyard, so Indestructible doesn't do anything about that.
Magic Arena displays damage the same way it displays toughness loss, but they are not the same thing.

Empathising murgatroid’s damage statement: Damage in Magic is not subtracted from a creature’s toughness at all. It may “appear” to do so in Arena’s display, but it calculates it correctly even if it’s visually misleading. Damage is tracked separately on a creature as a totally different value than it’s toughness. When that damage is equal or greater to a creature's toughness it becomes "Lethal" and the creature is then destroyed (baring other effects). -X/-X values actually reduce toughness (as stated above).

Indestructible does not save a creature from dying due to having 0 toughness. It only prevents creatures from being destroyed.

702.12. Indestructible

702.12a Indestructible is a static ability.
702.12b A permanent with indestructible can't be destroyed. Such permanents aren't destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).

Dying as a result of having 0 toughness is not being destroyed. A creature with 0 toughness dies because of this state-based action:

704.5f If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.

Also see this definition of destroyed in the rules:

701.7. Destroy

701.7a To destroy a permanent, move it from the battlefield to its owner's graveyard.
701.7b The only ways a permanent can be destroyed are as a result of an effect that uses the word "destroy" or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner's graveyard for any other reason, it hasn't been "destroyed."

Similarly, you cannot use regeneration to prevent a creature from dying this way.

Unbreakable Formation did make your creatures indestructible. Unfortunately, that wasn't enough to save them.
"Indestructible" means that lethal damage and 'destroy' effects won't destroy your creatures. However, if a creature had zero toughness it dies as a state-based-effect, and that isn't prevented by indestructible. Cry of the Carnarium reduces the power and toughness of your creatures, dodging indestructible.
Arena confuses this by showing damage as if it was reducing the toughness of the creature, but in actuality the effects are distinct. A 2/2 with two damage still has 2 toughness, but a 2/2 with -2/-2 has 0 toughness.
(Technically speaking, death by lethal damage is also a state-based-effect, but it's one that is specifically protected against by indestructible. )


text:
Does Rooftop Storm work with Arcane adaptation?
If I had Arcane Adaptation and Rooftop Storm in play, with the chosen creature type as zombie, would I be able to cast a creature such as Nemesis Of Reason for 0 mana? Or would that not work because Nemesis Of Reason would not yet be in play, therefore not yet a zombie?

See also Conspiracy, which does the same as Arcane Adaptation except for the card losing all other creature types.

Just edit the post if there's a grammar error.

Yes, you can cast any creature spell for {0} with that combo.
As Arcane Adaptation states, every one of your creature permanents (on the battlefield), creature spells (on the stack), and creature cards (anywhere else) are the chosen type, Zombie in your case.
The process for casting spells is, in summary:

601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect.  [..]

So to cast a creature spell, you put the card on the stack (where it's a Zombie spell because of Arcana Adaptation), then you determine and pay its costs. When it comes to determining the total cost of the spell, you can choose the {0} alternative cost granted by Rooftop Storm.

you could add the fact that cast triggers will apply as you are casting the spell. Cool for things like ulamog the hungry caterpillar....

Yes, Arcane Adaptation adds the creature type, in this case it would need to be 'Zombie' to every creature on your field, all creature spells on your stack and all creature cards in your hand, deck, graveyard, and sideboard (outside the game when cards refer to that like Mastermind's Acquisition). This means when you announce the spell and put it on the stack, when Rooftop Storm checks the type, Nemesis of Reason will be a "Leviathan Horror Zombie" meeting the conditions to get the alternate cost of {0}.
This also works for an older card Conspiracy which does not add, but replaces all creature types, in all zones, with the chosen type for your creatures, so in this case Nemesis of Reason would be just a "Zombie", still working with Rooftop Storm. It does not work for the third similar card Xenograft, as Xenograft only affects creatures you control, so enter-the-battlefield effects will see it as a zombie, but casting effects will not, Nemesis will become a Zombie only as it enters the battlefield, too late for Rooftop Storm but cards like Noxious Ghoul will see the Zombie type for their trigger.


text:
Do we still track damage on indestructible creatures?
So if lethal damage can't kill an indestructible creature, what do we do about the damage itself? Is it acknowledged? Say you have an effect that doesnt let a creature block if it has taken damage this turn, can that creature with indestructible block?

Look at Stuffy Doll.  It wouldn't work as a card if indestructible creatures didn't take damage.

Creatures with indestructible can take damage like normal, and will still be counted as having that damage for anything that cares about that.
The full definition of Indestructible is:

702.12. Indestructible

702.12a Indestructible is a static ability.
702.12b A permanent with indestructible can't be destroyed. Such permanents aren't destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).

It does not prevent damage, so it takes damage like normal.

Note: Marking damage on indestructible creatures is very relevant when it comes to Trample, as you can include the previously marked damage to determine what the "lethal damage" is that must be assigned and how much can trample over.

Absolutely. Indestructible does not prevent damage, it prevents damage from causing a creature to be destroyed. That damage needs to be done for lifelink to happen, and in the case of wither or infect, still will kill an indestructible creature due to loss of toughness. The damage is dealt, and once dealt it is handled like all other damage, with the exception that otherwise lethal damage can't destroy the creature.
Consider cards like Bonds of Mortality or Burn from Within, cards that remove indestructible. You could activate Bonds of Mortality or cast Burn from Within after the creature has already been dealt lethal damage, causing it to lose indestructible and die. Burn from Within as written would be useless if damage was untracked due to indestructible, since the damage done by the spell would not be counted, and the second half of the ability checks if the creature was dealt damage by the first half.
This also comes into play when a creature has trample. Blocking with an indestructible creature means lethal damage still needs to be assigned to the blocker before damage can trample over. If Heliod, Sun-Crowned were blocking a Ball Lightning marking 5 damage on Heliod with Combust would let all 6 damage from Ball Lightning go through, if that damage wasn't tracked it would only allow 1 point.

Yes.  If an indestructible creature takes "lethal" damage (under the normal definition of "lethal") and then loses Indestructible at a later point in the turn, it will still be destroyed.


text:
Do I have to say how I'm ordering my cards after Scrying?
When you Surveil or Scry more than 1 card and announce to your opponent "I leave the 2 on Top (or bottom 2)" do you have to announce the order in which they cards are placed?
"I left both on top - In the same order",
"I left both on top - but switched the order they'll be drawn", or simply say that you Top both (or bottom both) and no need to announce the order?

You need to tell them how many cards are placed in which location, but need not reveal whether their order has changed.

401.4. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into the library.

I imagine a scry 4 a bit convoluted otherwise "i put the third card first from the bottom, the first one second, then the second one first from the top and the fourth card second from the top" :D


text:
Avoiding Dovescape's Effect
I’ve noticed Dovescape uses the specific word “cast” to trigger its ability, and I am curious about what effects circumvent its wording.
Will the following effects skirt through Dovescape?

Dualcaster Mage copying a not yet countered spell on the stack
Ral, Storm Conduit ’s [-2] ability which would copy the next spell you attempt to cast, the Copy being unaffected since it was not “cast”
Also related Spark Double (or Clever Impersonator) cloning an already in play Planewalker (Or any nonland/noncreature)
Feel free to include additional effects which would improve this question.

How would spark double/clever impersonator copying an in play permanent circumvent dovescape? It would still be countered upon cast.... is there something I'm missing here?

@CollinB I'm looking for clarification, the cards in question are creature spells in hand, and non-creatures on the battlefield. Both use wording along the lines of "May enter as." So how does that work in conjunction with Dovescape?

@CollinB see the answer I posted.  Dovescape is checking for non-creature spells and SD/CI are creature spells on the stack.

@DenisS right, duh, forgot dovescape was noncreature. I was asking under the assumption that it countered creatures as well

Also of note is that Dovescape doesn't check to see if the spell was actually countered.  So Counterflux could counter a creature, and you would still get three doves.

@L.P. added a section for a few different ways to circumvent Dovescape.  It's a difficult card to get around without creature-based enchantment removal but it can be done.

There are cards like Absolver Thrull that can get rid of it. Arbiter of the Ideal lets you put artifacts on the battlefield. If you can splice a spell onto a creature spell, you'll get its effects. Boseiju, Who Shelters All makes your instants and sorceries uncounterable.

The copy of the spell from the ETB effect of Dualcaster Mage will not be countered by Dovescape.  You are correct in saying that copies of spells are not cast, and thus do not trigger Dovescape.  This is also correct in the case of using Ral, Storm Conduit's -2 ability.
Spark Double and Clever Impersonator will work as well.  These cards are creature spells on the stack and would not trigger Dovescape.
From the rulings on Clever Impersonator

You choose which nonland permanent Clever Impersonator will copy, if any, as it enters the battlefield. This doesn’t target that nonland permanent.

Once it enters the battlefield copying a Planeswalker, it's already been cast and resolved.  It's too late to counter it.
To see, step by step, how it would work, here's how the interaction would play out.

Player A casts Clever Impersonator.
Dovescape does not see a non-creature spell cast, and thus doesn't trigger.
Both players pass, and Clever Impersonator resolves.
At this time, Player A choses the Planeswalker to have Clever Impersonator copy, and it enters the battlefield as a Planeswalker.  Dovescape doesn't trigger because a spell wasn't cast.

With regards to other ways to get around Dovescape, there aren't a whole lot of options.

There are ways to make noncreature spells be uncounterable.

These cards would get around Dovescape, as they all say "This spell can't be countered."
Veil of Summer and Determined can prevent spells from being countered for the rest of the turn if you can get them through Dovescape (see below).  Similarly Overmaster prevents the next spell from being countered, if you can get it through Dovescape.
Taigam, Ojutai Master is a creature that prevents instants and sorceries from being countered (and dragons, but that doesn't matter for Dovescape)
Thryx, the Sudden Storm is a creature that prevents spells with converted mana cost 5 or more from being countered
Boseiju, Who Shelters All is a land that makes instants and sorceries uncounterable with it's mana ability
Destiny Spinner is a creature that makes Enchantment spells uncounterable

Dovescape's ability is a triggered ability.  There are cards that exist that allow you to counter triggered abilities, but with the exception of one in particular, are all non-creature spells that would also get countered by Dovescape. Nimble Obstructionist is the one exception, as cycling a card is not casting a spell, and it's triggered ability from cycling can counter Dovescape's effect
The keyword ability Storm creates copies of itself for each time a spell had been previously cast.  The Dovescape ability will counter the original spell, but not any of the copies.

Copies of spells are not cast, so they will not trigger Dovescape.

706.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated.

The copy does still count as a spell, but it is not ever cast. This applies to all of your examples; none of them would cause Dovescape to trigger.

Beat me by 11 seconds!

I appreciate the specific ruling for copies with emphasis


text:
Who or what is Gaea?
What (if anything) is Gaea in the MTG universe?
I can piece together that she is mainly on Dominaria. Clearly named after the real-life mythical Greek figure. But is she a powerful mage? A planewalkers? A world-soul? a God? Some sort of Queen like figure?
Just basically what is she?

The MTG Wiki page about Gaea summarizes what is known about her. In part, it says this:

Gaea is a goddess worshiped on Dominaria.
Gaea is believed to be the plane's protector and its creator, and many elves and druids worship her. While never physically appearing, her existence seems to be confirmed by many individuals, and it looks like she assisted directly in protecting Dominaria during the Phyrexian Invasion.


text:
Planeswalkers and Summoning Sickness
When I play a planeswalker, I know there is no summoning sickness. So, does that mean that I can increment or decrement its loyalty counter and use its abilities right after I play it since there is no summoning sickness?

Important to note: your opponent doesn't get the priority when your planeswalker enters the battlefield so they can never prevent you from using a loyalty ability. They can always answer an ability by killing it, but the ability would still be on the stack and will resolve, no matter if the PW is on the battlefield or not.

A planeswalker can use it's loyalty abilities the turn it enters the battlefield.  The rules on "summoning sickness" only apply to creatures:

302.6. A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be activated unless the creature
  has been under its controller's control continuously since their most
  recent turn began. A creature can't attack unless it has been under
  its controller's control continuously since their most recent turn
  began. This rule is informally called the "summoning sickness" rule.

The only restrictions on loyalty abilities are that they are sorcery speed and you haven't used a loyalty ability on that planeswalker already this turn:

306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty
  abilities follow special rules: A player may activate a loyalty
  ability of a permanent they control any time they have priority and
  the stack is empty during a main phase of their turn, but only if none
  of that permanent's loyalty abilities have been activated that turn.
  See rule 606, "Loyalty Abilities."

Note, however, that if a planeswalker becomes a creature the turn it entered the battlefield (such as from abilities on Gideon Jura, Gideon, Ally of Zendikar, Gideon, Champion of Justice, etc. or from some combination like Mycosynth Lattice + March of the Machines), it then becomes subject to summoning sickness, as it is now a creature that you did not control continuously since the start of your most recent turn.  For example, this means you cannot attack with an animated Gideon planeswalker that you cast this turn.

All permanents have "summoning sickness" however summoning sickness only prevents you from attacking or using tap abilities on creatures.
A couple of examples for this:
you play Mutavault, activate it the first turn it comes out, you can now not tap for mana nor attack with it because of summoning sickness.
Artifact gets animated by Tezzeret or tezzeret's touch, it can't attack nor tap due to summoning sickness.
One of the (I know this is petty) things players sometimes miss (this is more common to happen in magic online) is to play a land cast koth, activate koth's ability that allows you to untap a mountain and make it a 5/5 creature until end of turn. If they target the land they played that turn, it will have summoning sickness.

302.6. A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be activated unless the creature
  has been under its controller's control continuously since their most
  recent turn began.

Summoning sickness is only ever a thing for creatures. And it only affects their ability to do two things:

Attack
Play activated abilities with the tap symbol

A planeswalker is (usually) not a creature. And even if it is, a loyalty ability does not use the tap symbol. So you can use it immediately (assuming it's your turn, during a main phase, the stack is empty, and you haven't already activated a loyalty ability from that permanent this turn).

The way this is phrased is a bit misleading as Allure points out.  True, the loyal abilities are not affected, but other aspects of being a creature (like attacking) still apply, which is not really addressed in this answer.

@ryanyuyu The question is "So, does that mean that I can increment or decrement its loyalty counter and use its abilities right after I play it since there is no summoning sickness?" I may not have covered all aspects of planeswalker creatures and summoning sickness, but that's not really part of the question. The comment by Allure is nice to have as a supplement, but I don't feel it's a natural part of an answer to the question as posed.


text:
What happens when Progenitor Mimic copies a legendary creature?
In a recent multiplayer game I played Progenitor Mimic to copy an opponent's Niv-Mizzet, Parun.

You may have Progenitor Mimic enter the battlefield as a copy of any creature on the battlefield, except it has "At the beginning of your upkeep, if this creature isn't a token, create a token that's a copy of this creature".

The table explained to me that because Niv-Mizzit is a legendary creature, Progenitor Mimic couldn't continue copying the creature. So the next turns only one Niv-Mizzet copy remained in play under my control. And we left it at that.
Now post-game I'm wondering, which permanent was actually on my battlefield? Did the original copy of Niv-Mizzit with Progenitor Mimic remain (destroying the token copy each turn), or did the token copy remain because the original copy got destroyed when the token copy came into play with the same name?
I'm still pretty new to the game, so it would be great if anyone could tell me what happens exactly when you play Progenitor Mimic to copy a legendary creature. Please include the turn of playing it, and the next one (or more turns, if anything changes).

Related:

Does Progenitor Mimic create copies of itself even when it isn't a creature?
Progenitor Mimic copying a creature with counters

Related: Is there a card that cancels the legendary rule?

If a Progenitor Mimic copies a legendary creature, then each time its triggered ability resolves and you get a token copy of the creature, you have to choose to keep either the token or the Progenitor Mimic copy, and you put the other into your graveyard. This happens as a state-based action, which means that it happens immediately after the ability resolves, before any player gets priority to take any other actions.
This is covered by rule 704.5j in the state-based action section of the comprehensive rulebook:

If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”


text:
Return a creature with an adventure to hand, can i cast the instant/sorcery again?
Will returning Brazen Borrower from the battlefield to my hand using the -3 ability of Teferi, Time Raveler enable me to cast Petty Theft again?
The rulings say nothing against it but I have the feeling that this would be kind of broken. But on the other hand you don't remember something like a "card state" I guess.

What do you mean "cast Petty Theft again"? If you had cast Petty Theft, it wouldn't be on the battlefield. If you mean cast Petty Theft, then cast it as Brazen Borrower from exile, then return it to your hand, then cast it as Petty Theft, how is that broken?

Yes, you would be able to use the adventure again.
If an object changes zones (like battlefield, hand, library, graveyard and exile) it is a completely new object and knows nothing about anything that happened to "it" (the card that represents it) before. So you can send everything off on an adventure again. But you are right, for that you have to have played the creature part of the adventure and then return it to hand. Before that the card is in exile (and thus hard to interact with).

almost thought so. Thats why i cant find any rulings for it.

but there is just nothing to be (specifically) ruled in my opinion. 1. the creature is on the battlefield and thus can be returned to hand with such effects. 2. a creature that has an adventure-half can be cast as the "adventure" portion from the hand.
those two points are unrelated and don't influence each other.


text:
Snow-Covered Lands and Blood Moon interaction
How do Blood Moon and e.g. a Snow-Covered Plains interact?
When I think of Field of the Dead it already seems quite counterintuitive to me that snow-covered lands increase the "distinct land count". According to this logic I thought they should also be affected by blood-moons effect. I come to this conclusion since basic lands to me were solely the cards named "Forest", "Mountain", "Island", "Plains", "Swamp".

Basic lands are lands where the type line (the line between the art and the text box) says "basic" on normal forests the type line is "Basic Land - Forest" on Snow Covered Forests the type line (at least in more recent printings and the oracle text) is "Basic Snow Land - Forest" Distinct land count is based on the unique names of the lands, making Forest and Snow Covered Forest different, distinct, lands.

Blood Moon does nothing to Snow-Covered Plains, because Snow-Covered Plains is a basic land.
Blood Moon says:

Nonbasic lands are Mountains.

“Nonbasic” here means “not basic”, the same way “noncreature” (Negate) means “not a creature”.
Snow-Covered Plains is basic; we can see this on the type line:

Basic Snow Land — Plains

So Blood Moon will leave it alone.

When I think of Field of the Dead it already seems quite counterintuitive to me that snow-covered lands increase the "distinct land count". According to this logic I thought they should also be affected by blood-moons effect.

They have different names, which is what Field of the Dead cares about, so yes, they'll matter for Field of the Dead too. And whether they have distinct names has nothing to do with whether they're basic.

I come to this conclusion since basic lands to me were solely the cards named "Forest", "Mountain", "Island", "Plains", "Swamp".

That's effectively true for most formats, so that's a good enough summary most of the time. But the basic snow lands are basic—they say so right on the type line—and are recognised in the rules as such. In formats that include them, like Modern or Commander, they are just as much Basic Lands as the usual five.
Note that Wastes is also a basic land. (It doesn't have an associated basic land type though.)

I come to this conclusion since basic lands to me were solely the cards named "Forest", "Mountain", "Island", "Plains", "Swamp".

This is incorrect, the snow-covered are explicitly named in the rules as being basic lands, even for the older printings that do not say "basic land" on the card. Quoting from CR 205.4c:

Cards from those sets with the following names are basic lands [...]: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.

therefore Blood Moon has no effect on the snow-covered lands and they can continue to produce the appropriate colour of mana.

This doesn't address the question in the post at all (how does Blood Moon interact with snow lands).

I think it implicitly does because the OP clearly understands that Blood Moon affects only non-basic lands but I'll make it explicit.

The words "Forest", "Mountain", "Island", "Plains", and "Swamp" are both names of lands, and land types. Normally, a Forest is both a Land named "Forest" and a Land with Land-type Forest. But there are a variety of cards that have the Land-type Forest even though their name isn't "Forest". A Snow-Covered Forest is a Land named "Snow-Covered Forest" with the Land-type Forest. A Dryad Arbor is a Land Creature named "Dryad Arbor" with the Creature-type Dryad and the Land-type Forest. A Bayou is a Land with the name "Bayou" and Land-types Forest and Swamp.
Blood Moon doesn't say anything about changing names, so if you have a nonbasic land, it will have Land-type Mountain but not be named "Mountain". For instance, if Pendelhaven is on the battlefield, it will be a Land named "Pendelhaven" with Land-type Mountain. If a Forest is enchanted with Contaminated Ground, it will be a Land named "Forest" with Land-type Swamp. If all your other lands are Forests, your Swamp named "Forest" will not count as a differently-named Land.
There is the further confusion that "Forest", "Mountain", "Island", "Plains", and "Swamp" are Basic Land types, but "Basic Land" doesn't refer to a Land with a Basic Land type, it refers to a Land with the supertype "Basic". There are 11 Basic Lands: the five basic Lands, their snow-covered counterparts, and Wastes. Other Lands may have basic Land types, but they are not Basic Lands.


text:
Does the amount of +1/+1 from Prowess remain on a creature, even when a creature gets flipped face-down by Ixidron?
I have Elsha of the Infinite on the battlefield, who has prowess:

Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.

Her prowess triggered five times, making her a 8/8 until end of turn. She moves to combat.
An opponent then flashes in Ixidron:

As Ixidron enters the battlefield, turn all other nontoken creatures face down. (They're 2/2 creatures.)

Looking at the rulings of 4/27/2018:

Creatures turned face down by Ixidron are 2/2 creatures with no text, no name, no subtypes, no expansion symbol, and no mana cost. These values are copiable if an object becomes a copy of one of those creatures, and their normal values are not copiable.

Does this mean that the temporary amount of +1/+1 from prowess remain until end of turn, even though Elsha got flipped? Or does the "with no text" remove it altogether? So is my attacking creature a 7/7 until end of turn, or just a 2/2?

"This creature" simply means "this object". When you turn it face down, it's still the same object, so it still gets the bonus.

Yes, the creature's power and toughness are increased for the rest of the turn even after it is turned face down.
The +1/+1 buffs from Prowess are continuous effects that affect the creature until end of turn. A creature that is turned face down is still the same creature, so continuous effects that affected it before continue to affect it.
The Prowess ability is defined in rule 702.107a:

Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”

The effect "this creature gets +1/+1 until end of turn" is a continuous effect. The following rules in the Continuous Effects rules section apply:

611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.
611.2. A continuous effect may be generated by the resolution of a spell or ability.

611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.

The "+1/+1" modification affects power and toughness, which are characteristics as defined in rule 109.3:

An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.

Rule 7007.2a describes turning permanents face down:

If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics.

In addition, the following rules about status apply:

110.5. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.

110.5a Status is not a characteristic, though it may affect a permanent’s characteristics.

As with other status changes like tapped/untapped, changing a creature from face up to face down does not make it a different object, so effects like the one from Prowess continue to apply to it.

Just to add one more comment: the +5/+5 stays, even though the Prowess ability is gone from the creature. If you were to cast a sixth noncreature spell, the facedown 7/7 creature would not get another +1/+1


text:
What's this game depicting an old viking in the middle of a big character sheet with futhark script?
On a French-language boardgame site, someone is looking to identify this game.

I did a google image search of this and after following a few leads I found it is from Runaljod: The sound of the runes.  BGG link here
The image in question can be found of the games Kickstarter page as the "Berserk" character.

Is this considered a «Viking» game, or would it be considered «Old Norse» ?


text:
Redirecting counterspells to Redirect itself
If I cast Redirect on a some kind of counter spell can I choose the Redirect as new target for the counterspell?

Yes, you can select Redirect as the target of the counterspell.
The Gatherer ruling that BJ Myers quoted sums up the matter nicely, but if you want to see the Comp Rules that the ruling is based on, here they are.
A counterspell cannot be redirected to target itself based on rule 114.5:

114.5. A spell or ability on the stack is an illegal target for itself.

The rules that allow Redirect to Redirect a spell to target Redirect are in 608 (Resolving Spells and Abilities):

608.2c The controller of the spell or ability follows its instructions in the order written.
  ...
  608.2k As the final part of an instant or sorcery spell's resolution, the spell is put into its owner's graveyard. As the final part of an ability's resolution, the ability is removed from the stack and ceases to exist.

Since the spell isn't removed from the stack until after its resolution is complete, it is still available as a target during the resolution itself.

And if you're wondering why spells aren't allowed to target themselves, look no farther than Redirect itself.  If Redirect was targeting itself, what would happen?  Would it change its own target to a different spell, and then change that target (effectively changing two targets)?  Would it change its own target, but then not do anything to the spell it's targeting?
The implications are weird, so they solved the problem with a blanket ban.

Yes.  From the Gatherer rulings:

If you cast Redirect targeting a spell that targets a spell on the stack (like Cancel does, for example), you can’t change that spell’s target to itself. You can, however, change that spell’s target to Redirect. If you do, that spell won’t resolve when it tries to resolve because Redirect will have left the stack by then.


text:
Can proliferate be used on life counters?
Can you use proliferate to add life counters to a player to give them life?

Welcome to the site! I don't understand the second part of your question, what sort of "negative counter" are you referring to? Like a -1/-1 counter? Abilities don't "go with" counters.

I'd assume they are thinking the abilities on planeswalkers only activate when the amount of loyalty which is stated before the ability is reached, instead of thinking of it as a cost.
Therefore, @Trish, you may want to take a look at some details on planeswalkers ;)

Hi Trish, welcome to the site, and check out our [tour] to see how we work here. Board & Card Games Stack Exchange works best on a basis of asking one question per question -- if questions still make sense being asked separately, they should be asked separately. Asking further clarifying questions on the one matter is OK, but proliferating on planeswalkers is an entirely separate question to proliferating life, so that should be asked separately. I've removed the planeswalker question from this post.

No, life total does not use counters.
Players can use whatever they want to track how much life they have, but their life points do not count as "counters" ever. A counter is always a specific thing that a rule or card effect will refer to as a "counter" using that word specifically.

Also, proliferate only works on permanents. A player is not a permanent. Might be worth quoting the Proliferate rule.

@Hackworth quoting: "701.26a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has."

oh yeah, my bad

Proliferate cannot directly affect a players life total because life totals are not made up of "counters".
A life total is just a number:

118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
118.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.

Meanwhile, Proliferate adjusts "counters":

701.26a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.

The reason that Proliferate can interact with poison/infect is that poison counters are literally "counters":

702.89b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters.

Note that proliferate can affect life totals indirectly, such as by adding a +1/+1 counter to Wall of Limbs before it is sacrificed, or putting another +1/+1 counter on Ajani's Pridemate before Wall of Reverence's end of turn ability.


text:
What's this old board game set in a village with yellow and red roads?
No pieces, or other information is available concerning this game board. What is this board game?

It has several roads identified as "Concession Line", "Lower Road", "Log Lane", "Hare's Start", and others.
There's severeal landmarks identified as: Thicket, swamp, Black Creek, Far House, Church Corner, Hotel, False Scent, Hidden Culvert, Mile End, Woodlot, and others.
There's a notable scroll in the corner that reads "The Meet".

Is there a name on the back? Or maybe a copyright notice with a year?

No markings have been identified.

As Flounderer pointed out, this is a variant of the Fox & Hounds game. This particular version is called "Hare & Hounds". I found an expired eBay listing, so I was not able to get a high-quality picture or expanded description - But the board looks spot on.

I am pretty convinced that this is an edition of the Parker Bros. game "Fox and Hounds" from 1948. Obviously, this one would have had a different name, since there is a hare instead of a fox.
However, I can't figure out what the name of your game might have been, and I haven't been able to find a matching board.
Still, hopefully this is a helpful clue.
Here is an image of the game board for Fox and Hounds:

It's a different board but it has the same red paths.
The rules are very simple. The hare is trying to reach the Hare's Burrow by exact count and the hounds are trying to land on the hare. Each player rolls a die on their turn and moves the corresponding number of spaces. Switching direction during a turn is not allowed. Only the hare is allowed to move along the red paths and, if on a red path, must move off it if possible.
The sign near the top of the board looks like it says "new cards", so maybe your version doesn't use dice?


text:
Searching a library for something, failing to find it, the later discovering it was there
If an effect would have you search your library for a specific card, say Elvish Aberration's forestcycle has you search for a forest, and you can't find it in your library, but it turns out later that there was a forest in your library that you just did not look hard enough, how do you resolve this issue?

The link that you gave has this at the bottom "You can choose to find any card with the Forest land type, including nonbasic lands. You can also choose not to find a card, even if there is a Forest card in your library."

You are never required to actually find a specific card when you search your deck, so if you don’t find it when you look, you have simply missed your chance.

701.18b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.

So there is no difference between simply choosing not to find any Forest, or being unable to.
Note that this works differently if a card has you search for cards in general, such as Demonic Tutor. In that case you actually must choose a card.

To be honest though, if you're casting a DT, you probably want to find something (that Lotus, perhaps?) in your library, eh?

What happens then if I cast Demonic Tutor with an empty library? Do I lose the game?

@FedericoPoloni No, you lose the game for trying to draw from an empty library. Demonic tutor doesn't make you draw the card, it just puts it in your hand. Or not, if your library is empty, in which case nothing happens.


text:
Two players would gain control of a creature after it dies — who does?
I have an Affa Protector enchanted with Unhallowed Pact ... My opponent kills my Affa with Dread Slaver ...
Who will take control of the creature at the end? This is taking into consideration that my aura spell was cast 5 turns ago. Meaning my aura spell is NOT on the stack.

In case it helps your understanding: the fact that you said "enchanted with Unhallowed Pact" automatically means that the Aura is not on the stack. Aura spells do not enchant anything while they are on the stack. Once the spell resolves, it stops being a spell and becomes a permanent instead, it enters the battlefield, and it starts enchanting something.

It depends on whose turn it is.
Both abilities trigger at the same time, and so will be put on the stack together. Abilities are put on the stack in APNAP (Active Player, Non-Active Player) order.* This means that the player whose turn it is puts their ability on the stack, then the other player does. That second player's ability will resolve first, returning the creature to the battlefield. When the other ability tries to resolve, it fails to find the creature in the graveyard and thus can't return it.
Thus whoever's the active player won't end up with the creature. For multiplayer games where there are multiple NAPs they are put on the stack in turn order starting from the AP, so the last player in turn order with such an effect would take precedence.

* From the rules on Triggered Abilities:

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. [...]

This works with any number of players, starting with the active player and passing around in turn order. In this case, the player furthest away from taking their turn (the last player to put their ability on the stack) would get the creature.

IIRC, for multiplayer games where there are multiple NAPs they are put on the stack in turn order starting from the AP, so the last player in turn order with such an effect would take precedence.

@KamilDrakari Yes, that's correct!

@Samthere you should add KamilDrakari's comment to your answer :)

@KamilDrakari Does additional turns granted by various effects affect the order of these multiple NAPs?

@Arthur No, additional turns don't affect player order, which is what this goes on. However, something weird might!

@KamilDrakari It works that way no matter how many players there are =) It's just harder to mess up when there's only one NAP.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


text:
How does Cairn Wanderer work outside the battlefield?
I'm a little unclear on how the wording of Cairn Wanderer applies when it is not on the battlefield (e.g. when it's in exile or in the graveyard itself).
The wording is:

As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

So if there is a Vampire Nighthawk in the graveyard, and Cairn Wanderer is in any zone other than the battlefield, will it have Flying, Deathtouch and Lifelink?

Cairn Wanderer's ability functions only on the battlefield. In any other zone it has none of those keyword abilities at all.
Here's how we find out
It's a static ability, so from CR 604: Handling Static Abilities we see:

604.2 Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.

This points us to rule 113.6, which is the rule that tells us when abilities can actually function.

113.6 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 Cairn Wanderer's ability functions only on the battlefield, unless it meets one of those (many) exceptions.
The closest we might get is a characteristic-defining ability:

113.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)

This points us to rule 604.3 which defines characteristic-defining abilities. It helps us identify them with some criteria, all of which must be met:

604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness. [and some other criteria which don't matter at this stage]

Since it doesn't do those things, and instead defines abilities, it's not a characteristic-defining ability. It doesn't meet any of the other exceptions from 113.6 either. Therefore, this static ability functions only on the battlefield.


text:
What happens if a permanent is made to gain and then lose an ability, or vice versa?
Rayami, First of the Fallen is on the battlefield, and currently has hexproof due to a creature exiled by her effect.
The opponent then activates Shadowspear to remove hexproof.
My questions are:

Would Rayami lose hexproof?

If so, and a second hexproof creature is exiled with her effect, would she regain hexproof?

If she didn't have hexproof before the Shadowspear activation, then a hexproof creature is exiled with her effect, does she gain hexproof?

Rayami will not regain hexproof from their own ability until end of turn
All effects granting or removing abilities to creatures (and other permanents) are continuous effects, governed by the Layer system described in rule 613.  Specifically, these are ability-adding and ability removing effects, applied in Layer 6.

613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.

As these are both applied in the same layer, rule 613.7 determines how they are applied.

613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.

This means, for example, if I had a creature with hexproof, and then Shadowspear removed that hexproof, I could give that creature hexproof again with Ranger's Guile and it would gain hexproof, but my opponent could remove that hexproof with another activation of Shadowspear.
If Rayami applied a continuous effect to grant an ability every time a creature was exiled, then they would regain hexproof the way you described.  But that's not how Rayami works.
Rayami has two abilities - a replacement effect that exiles creatures that die, and a static ability that grants a continuous effect granting abilities.  The timestamp for this continuous effect is Rayami's - the moment when Rayami entered the battlefield.  Changes to which cards are exiled with blood counters doesn't affect this timestamp.  Therefore, additional creatures dying will not grant Rayami hexproof if Shadowspear has already been activated this turn.
Thus, the answers to your questions are:

Yes
No
No

These effects are applied in

613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.

613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.

That means if a permanent has an activated ability which gives it hexproof, e.g.

{U}: [this creature] gains hexproof until end of turn

(e.g. Horror of the Dim), the answer would be 'Yes'.
However, in Rayami's case, the timestamp of the effect giving hexproof is not the activated ability, as @ArcanistLupus correctly notes. It's the static ability, which has a timestamp of Rayami entering the battlefield, so Shadowspear prevails and Rayami doesn't have hexproof.

I'm pretty sure the answers to 2&3 are 'No', because the ability granting the abilities doesn't change timestamps (see my answer below)