MTGF
Academy at Tolaria West
Academy at Tolaria West
$9.60 / €4.08
2 printings
2 / 2

Academy at Tolaria West

Plane — Dominaria

Planechase Planes·#1·common·James Paick
At the beginning of your end step, if you have no cards in hand, draw seven cards.
Whenever chaos ensues, discard your hand.

Rulings (6)

Academy at Tolaria West's first ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you have no cards in hand as your end step begins, and (2) the ability will do nothing unless you have no cards in hand by the time it resolves.

2009-10-01

If you discard your hand as a result of rolling , Academy at Tolaria West's first ability will then trigger at the beginning of your end step (unless you planeswalk or somehow put a card in your hand before then).

2009-10-01

A face-up plane card that's turned face down becomes a new object with no relation to its previous existence. In particular, it loses all counters it may have had.

2009-10-01

If an ability of a plane refers to "you," it's referring to whoever the plane's controller is at the time, not to the player that started the game with that plane card in their deck. Many abilities of plane cards affect all players, while many others affect only the planar controller, so read each ability carefully.

2009-10-01

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