Fifth Dawn Prerelease
tournaments: May 22-23, 2004
Fifth Dawn official release date: June 4, 2004
The Fifth Dawn set becomes legal for sanctioned Constructed
play June 20,
2004.
This FAQ has two sections,
each of which serves a different purpose.
The first section ("General
Notes") explains the new mechanics and conceptsin
the set. The second section ("Card-Specific Notes")
contains answers tothe most important questions players
might ask about a given card.
Items in the "Card-Specific
Notes" section include full rules text for your
reference. Not all cards in the set are listed.
GENERAL NOTES
Scry
The scry ability applies
when a spell or ability resolves. The rules for scry
(from the Comprehensive Rules) are as follows:
502.36. Scry
502.36a Scry is a static
ability that functions while a spell or ability is resolving.
"Scry X" means "Look at the top X cards
of your library. Put any number of them on the bottom
of your library in any order and the rest on top of
your library in any order."
Condescend
{X}{U}
Instant
Counter target spell unless its controller pays {X}.
Scry 2 (Look at the top two cards of your library. Put
any number of them on
the bottom of your library and the rest on top in any
order.)
* If a spell has scry
2, you look at the top two cards of your library andthen
decide where you want to put them. You can put both
cards on either thetop or bottom of your library in
any order, or you can put one card on the top and one
on the bottom.
* Follow a spell's instructions
in order. All spells with scry in the Fifth Dawn set
have scry as the last part of their text, so scrying
is the last
thing you do before the spell is put into its owner's
graveyard.
* If the spell is countered,
you don't get to use the scry ability.
* There is one card
(Eyes of the Watcher) that has a triggered ability with
scry. When the triggered ability resolves, look at the
top two cards of your library and then decide where
you want to put them, just as though the ability were
a spell with scry.
-----
Sunburst
The sunburst ability
applies when a spell or ability resolves. The rules
for sunburst (from the Comprehensive Rules) are as follows:
502.37. Sunburst
502.37a Sunburst is
a static ability that functions as a spell is resolving.
"Sunburst" means "If this spell is a
creature spell, it comes into play with a +1/+1 counter
on it for each color of mana used to pay its cost. If
this spell is a noncreature spell, it comes into play
with a charge counter on it for each color of mana used
to pay its cost."
502.37b Sunburst applies
only as the spell is resolving and only if one or more
colored mana was paid for its costs. Mana paid for additional
or alternative costs applies.
Clearwater Goblet
{5}
Artifact
Sunburst (This comes into play with a charge counter
on it for each color of mana used to pay its cost.)
At the beginning of your upkeep, you may gain 1 life
for each charge counter on Clearwater Goblet.
Suntouched Myr
{3}
0/0
Artifact Creature -- Myr
Sunburst (This comes into play with a +1/+1 counter
on it for each color of mana used to pay its cost.)
* An artifact creature
with sunburst comes into play with one +1/+1 counter
on it for each color of mana used to pay its cost.
* A noncreature artifact
with sunburst comes into play with one charge counter
on it for each color of mana used to pay its cost.
* The type of counters
depends on whether the spell is a creature or a noncreature
spell, not whether the permanent that results from that
spell will be a creature or a noncreature permanent.
Even if March of the Machines from the Mirrodin(TM)
set is in play, noncreature artifact spells with sunburst
come into play with charge counters.
* Sunburst doesn't apply
if a card is put directly into play from a player's
hand. It applies only if it's being played as a spell.
* If you pay {W}{U}{B}{R}{G}{1}
for a six-mana sunburst creature spell, it comes into
play with five +1/+1 counters on it -- one for each
different color of mana you spent.
* If you pay {2}{U}{B}{B}{R}
for a six-mana noncreature artifact spell with sunburst,
it comes into play with three charge counters.
-----
"Bringers of the
Dawns"
There is a cycle of
five creature cards in the Fifth Dawn set that have
an upkeep-triggered ability, trample, and an alternative
play cost of {W}{U}{B}{R}{G}. The Bringers are Bringer
of the White Dawn, Bringer of the Blue Dawn, Bringer
of the Black Dawn, Bringer of the Red Dawn, and Bringer
of the Green Dawn.
Bringer of the Black
Dawn
{7}{B}{B}
Creature -- Bringer
5/5
You may pay {W}{U}{B}{R}{G} rather than pay Bringer
of the Black Dawn's mana cost.
Trample
At the beginning of your upkeep, you may pay 2 life.
If you do, search your library for a card, then shuffle
your library and put that card on top of it.
* When you play the
spell, you can pay the mana cost or pay the alternative
cost of {W}{U}{B}{R}{G}.
-----
Beacons
A cycle of five instant
and sorcery cards in the Fifth Dawn set shuffle themselves
back into their owner's library when they resolve. The
Beacons are: Beacon of Immortality, Beacon of Tomorrows,
Beacon of Unrest, Beacon of
Destruction, and Beacon of Creation.
Beacon of Creation
{3}{G}
Sorcery
Put a 1/1 green Insect creature token into play for
each Forest you control.
Shuffle Beacon of Creation into its owner's library.
* The card is shuffled
into the library as the spell resolves, and therefore
the card is not put into its owner's graveyard at the
end of its resolution.
* If the spell is countered,
it's put into its owner's graveyard. It's only shuffled
into the library if the spell successfully resolves.
-----
Affinity
See the Mirrodin FAQ
for information about the affinity ability.
-----
Entwine
See the Mirrodin FAQ
for information about the entwine ability.
-----
Equipment
See the Mirrodin FAQ
for information about Equipment and the equip ability.
Note that the Equipment reminder text has been shortened
for the Fifth Dawn set to save space for other abilities
on Equipment cards.
In addition, there is
a cycle of five common Equipment cards that all have
the ability "[cost]: Attach [card name] to target
creature you control." These abilities work just
like the equip ability, except that they can be played
any time their controller could play an instant. These
are Healer's Headdress, Neurok Stealthsuit, Cranial
Plating, Sparring Collar, and Horned Helm.
Sparring Collar
{2}
Artifact -- Equipment
Equipped creature has first strike.
{R}{R}: Attach Sparring Collar to target creature you
control.
Equip {1} ({1}: Attach to target creature you control.
Equip only as a sorcery.)
-----
Imprint
See the Mirrodin and
Darksteel(TM) FAQs for information about the imprint
ability.
-----
CARD-SPECIFIC NOTES
All Suns' Dawn
{4}{G}
Sorcery
For each color, return up to one target card of that
color from your graveyard to your hand. Then remove
All Suns' Dawn from the game.
* All Suns' Dawn can
have from zero to five targets, one for each color.
* You can target two
blue-and-white multicolored cards by choosing one as
the blue card and one as the white card.
* You choose the color
each target must be when you choose it as a target,
so if the card you targeted as a blue card is red when
All Suns' Dawn resolves, the card is an illegal target,
even if the spell doesn't target
another red card.
-----
Arcbound Wanderer
{6}
Artifact Creature
0/0
Modular--Sunburst (This comes into play with a +1/+1
counter on it for each color of mana used to pay its
cost. When it's put into a graveyard, you may put its
+1/+1 counters on target artifact creature.)
* This card has modular--sunburst,
a combination of two keyword abilities.
The sunburst ability sets the number for the modular
ability.
* The number of +1/+1
counters the Wanderer gets as it comes into play is
equal to the number of colors of mana used to pay its
cost.
* For the leaves-play
ability, the number of counters on Arcbound Wanderer
at the time it left play is what's relevant; the number
of colors of mana used to pay its cost doesn't matter
anymore.
* When the Wanderer
leaves play, you may put the counters onto a single
target artifact creature. You can't split them among
two or more artifact creatures.
* See the "Sunburst"
section in "General Notes" for more rulings
on sunburst.
-----
Auriok Champion
{W}{W}
Creature -- Human Cleric
1/1
Protection from black and from red
Whenever another creature comes into play, you may gain
1 life.
* Gaining life when
a creature comes into play is optional.
-----
Blind Creeper
{1}{B}
Creature -- Zombie Beast
3/3
Whenever a player plays a spell, Blind Creeper gets
-1/-1 until end of turn.
* This ability triggers
off anyone playing a spell, including you, not just
Blind Creeper's controller or an opponent.
-----
Blinkmoth Infusion
{12}{U}{U}
Instant
Affinity for artifacts (This spell costs {1} less to
play for each artifact
you control.)
Untap all artifacts.
* If you control no
artifacts, Blinkmoth Infusion costs twelve generic mana
and two blue mana to play.
* Blinkmoth Infusion
untaps all artifacts in play, not just artifacts you
control.
-----
Chimeric Coils
{1}
Artifact
{X}{1}: Chimeric Coils becomes an X/X artifact creature.
Sacrifice it at end of turn.
* If X is 0, Chimeric
Coils becomes a 0/0 creature and is put into its owner's
graveyard.
-----
Crucible of Worlds
{3}
Artifact
You may play land cards from your graveyard as though
they were in your hand.
* Crucible of Worlds
allows you to play land cards from your graveyard as
well as from your hand.
* Crucible of Worlds
doesn't change the times when you can play those land
cards. You can still play only one land per turn, and
only during your main phase when you have priority and
the stack is empty.
* Crucible of Worlds
doesn't allow you to play activated abilities (such
as cycling) of land cards in your graveyard.
-----
Dawn's Reflection
{3}{G}
Enchant Land
Whenever enchanted land is tapped for mana, its controller
adds two mana of any combination of colored mana to
his or her mana pool.
* The controller of
the land gets the additional mana, not the controller
of the enchantment.
* The two mana can be
of two different colors. The controller of the land
chooses the colors.
-----
Desecration Elemental
{3}{B}
Creature -- Elemental
8/8
Fear
Whenever a player plays a spell, sacrifice a creature.
* This ability triggers
off anyone playing a spell, including you, not just
Desecration Elemental's controller or an opponent.
* If Desecration Elemental
is the only creature you control when its triggered
ability resolves, you'll have to sacrifice it.
-----
Disruption Aura
{2}{U}
Enchant Artifact
Enchanted artifact has "At the beginning of your
upkeep, sacrifice this artifact unless you pay its mana
cost."
* Mana cost includes
any requirements for colored mana, although most artifacts
don't have any color requirements.
* If the enchanted artifact
has X in its mana cost, X is 0.
* If the enchanted artifact
has an alternative cost (for example, if it has the
ability "You may pay {W}{U}{B}{R}{G} rather than
pay [this card's] mana cost"), you can pay that
alternative cost instead of the mana cost.
-----
Doubling Cube
{2}
Artifact
{3}, {T}: Double the amount of each type of mana in
your mana pool.
* "Double"
has its normal English meaning.
* The glossary entry
for "type of mana" has been modified. The
complete text of the new definition of type of mana
is as follows: The "type" of mana is its color,
or lack thereof (if the mana is colorless). The type
of mana a permanent "could generate" is the
type of mana that any ability of that permanent can
generate, taking into account any applicable replacement
effects. If the type of mana can't be defined, there's
no type of mana that the permanent could produce.
* Any restrictions on
the mana in your mana pool aren't copied. For example,
if you have {W}{W}{B}{5} with no restrictions on it
in your mana pool and{U}{U}{U} that can be used only
to play artifact spells, you'll end up with
{W}{W}{W}{W}{B}{B}{10}, {U}{U}{U} that can be used only
to play artifact
spells, and {U}{U}{U} that can be used for anything.
-----
Ebon Drake
{2}{B}
Creature -- Drake
3/3
Flying
Whenever a player plays a spell, you lose 1 life.
* This ability triggers
off anyone playing a spell, including you, not just
Ebon Drake's controller or an opponent.
-----
Endless Whispers
{2}{B}{B}
Enchantment
Each creature has "When this creature is put into
a graveyard from play, choose target opponent. That
player puts this creature card from that graveyard into
play under his or her control at end of turn."
* The creatures have
the triggered ability, so each creature's controller
chooses one of his or her opponents to target.
-----
Engineered Explosives
{X}
Artifact
Sunburst (This comes into play with a charge counter
on it for each color of mana used to pay its cost.)
{2}, Sacrifice Engineered Explosives: Destroy each nonland
permanent with converted mana cost equal to the number
of charge counters on Engineered Explosives.
* If Engineered Explosives
had no charge counters on it when you sacrificed it,
it won't destroy an animated land, because that permanent
is a land in addition to being a creature.
* If Engineered Explosives
had three charge counters on it, it won't destroy any
permanents with a converted mana cost of 0, 1, or 2.
Eon Hub
{5}
Artifact
Players skip their upkeep steps.
* The upkeep step is
skipped entirely. The turn proceeds from untap step
to draw step.
* Upkeep-triggered abilities
don't trigger, and "play this ability only during
your upkeep" abilities can't be played.
* Any triggered abilities
that triggered during the untap step will go onto the
stack at the start of the draw step.
-----
Eyes of the Watcher
{2}{U}
Enchantment
Whenever you play an instant or sorcery spell, you may
pay {1}. If you do, scry 2. (Look at the top two cards
of your library, then put any number of them on the
bottom of your library and the rest on top in any order.)
* You do the scrying
at the end of the ability's resolution (assuming you
pay {1}).
* See the "Scry"
section in "General Notes" for more rulings
on scry.
-----
Ferropede
{3}
Artifact Creature -- Insect
1/1
Ferropede is unblockable.
Whenever Ferropede deals combat damage to a player,
you may remove a counter from target permanent.
* Any permanent is a
legal target for Ferropede's last ability, not just
one with a counter on it.
* If there's more than
one type of counter on the targeted permanent, Ferropede's
controller chooses which counter to remove from it.
-----
Fist of Suns
{3}
Artifact
You may pay {W}{U}{B}{R}{G} rather than pay the mana
cost for spells that you play.
* This is an alternative
cost to play a spell.
* You can't pay more
than one alternative cost for a spell. For example,
you can't play a spell using its flashback ability by
paying {W}{U}{B}{R}{G}. Likewise, you can't pay {W}{U}{B}{R}{G}
to play a creature with morph face down.
* Note that combining
this card with Mycosynth Lattice from the Darksteel
set means that all spells can be played for five mana
of any type (colored or colorless).
-----
Fold into AEther
{2}{U}{U}
Instant
Counter target spell. If you do, that spell's controller
may put a creature card from his or her hand into play.
* If the spell isn't
countered (because it's a spell that can't be countered,
for example), nothing happens.
* If your Fold into
AEther counters a spell you control, you get to put
a creature card from your hand into play.
-----
Goblin Brawler
{2}{R}
Creature -- Goblin Warrior
2/2
First strike
Goblin Brawler can't be equipped.
* You can play an equip
ability that targets Goblin Brawler, but the Equipment
will fail to move onto it.
-----
Goblin Cannon
{4}
Artifact
{2}: Goblin Cannon deals 1 damage to target creature
or player. Sacrifice
Goblin Cannon.
* You can activate Goblin
Cannon's ability multiple times in response to the first
activation. Goblin Cannon will be sacrificed the first
time the ability resolves, but each activation still
deals damage when it resolves.
-----
Grafted Wargear
{3}
Artifact -- Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a creature,
sacrifice that
creature.
Equip {o0} ({0}: Attach to target creature you control.
Equip only as a
sorcery.)
* The "becomes
unattached" ability triggers if (a) Grafted Wargear
leaves play, (b) the equip ability moves it onto another
creature, (c) another effect moves it onto another creature,
(d) an effect causes it to become unattached, or (e)
the creature leaves play.
* Note that if (e) happens,
the creature won't be in play to be sacrificed. In all
cases, it's the creature that was equipped when the
ability triggered that will be sacrificed.
* If your Grafted Wargear
somehow ends up on an opponent's creature and it then
becomes unattached from that creature, you won't be
able to sacrifice that creature because you don't control
it.
-----
Helm of Kaldra
{3}
Legendary Artifact -- Equipment
Equipped creature has first strike, trample, and haste.
{1}: If you control Equipment named Helm of Kaldra,
Sword of Kaldra, and Shield of Kaldra, put a 4/4 colorless
Avatar Legend creature token named Kaldra into play
and attach those Equipment to it.
Equip {2}
* The token isn't put
into play unless you control all three Equipment when
the ability resolves.
* Helm of Kaldra is
the third card in the Kaldra cycle. Sword of Kaldra
was in the Mirrodin set. Shield of Kaldra was in the
Darksteel set.
* The token is named
"Kaldra" and has creature types "Avatar"
and "Legend." This is different from previous
creature tokens, where the name and creature type were
the same.
-----
Joiner Adept
{1}{G}
Creature -- Elf Druid
2/1
Lands you control have "{T}: Add one mana of any
color to your mana pool."
* Each land you control
gets this ability.
-----
Lunar Avenger
{7}
Artifact Creature -- Golem
2/2
Sunburst (This comes into play with a +1/+1 counter
on it for each color of mana used to pay its cost.)
Remove a +1/+1 counter from Lunar Avenger: Lunar Avenger
gains your choice of flying, first strike, or haste
until end of turn.
* You choose whether
Lunar Avenger gains flying, first strike, or haste when
the activated ability resolves.
-----
Magnetic Theft
{R}
Instant
Attach target Equipment to target creature. (Control
of the Equipment doesn't change.)
* Magnetic Theft can
cause an Equipment one player controls to be attached
to a creature another player controls. The controller
of the Equipment can pay the equip cost to move the
Equipment to a creature he or she controls (but only
any time that player could play a sorcery).
-----
Mephidross Vampire
{4}{B}{B}
Creature -- Vampire
3/4
Flying
Each creature you control is a Vampire in addition to
its other creature types and has "Whenever this
creature deals damage to a creature, put a +1/+1 counter
on this creature."
* The triggered ability
Mephidross Vampire grants to each creature you control
triggers on any damage dealt to any creature, not just
combat damage.
-----
Mycosynth Golem
{11}
Artifact Creature -- Golem
4/5
Affinity for artifacts (This spell costs {1} less to
play for each artifact you control.)
Artifact creature spells you play have affinity for
artifacts. (They cost {1} less to play for each artifact
you control.)
* The spells gain affinity
for artifacts as they're put onto the stack. They don't
have the ability while they're cards in your hand.
* If Mycosynth Golem
is sacrificed as part of the cost to play a spell, the
cost reduction will already be locked in, and the cost
won't be increased.
* If Mycosynth Golem
is sacrificed as part of the cost to play a mana ability
to play the spell, the cost reduction will already be
locked in, and the cost won't be increased.
* Two or more instances
of the affinity ability are cumulative, even if they're
both affinity for the same thing.
-----
Myr Servitor
{1}
Artifact Creature -- Myr
1/1
At the beginning of your upkeep, if Myr Servitor is
in play, each player returns all cards named Myr Servitor
from his or her graveyard to play.
* The Myr Servitor that's
the source of the ability must be in play when the ability
resolves. If it is, all other Myr Servitor cards are
returned from all graveyards to play under their owner's
control. If it's not, no Myr Servitors are returned
to play.
-----
Ouphe Vandals
{2}{G}
Creature -- Ouphe
2/2
{G}, Sacrifice Ouphe Vandals: Counter target activated
ability from an artifact source and destroy that artifact
if it's in play. (Mana abilities can't be targeted.)
* The ability targets
an ability on the stack, not the artifact, so it can
destroy an artifact with protection from green or one
that can't be targeted by spells and abilities.
-----
Plunge into Darkness
{1}{B}
Instant
Choose one -- Sacrifice any number of creatures, then
you gain 3 life for each sacrificed creature; or pay
X life, then look at the top X cards of your library,
put one of those cards into your hand, and remove the
rest from the game.
Entwine {B} (Choose both if you pay the entwine cost.)
* Everything other than
the mode/entwine choice (and paying the {1}{B}, of course)
is done on resolution.
* Assuming the entwine
cost has been paid, the effect is (1) sacrifice any
number of creatures, (2) gain 3 life for each sacrificed
creature, (3) choose X, (4) pay X life, and (5) look
at the top X cards of your library, put one into your
hand, and remove the rest from the game.
-----
Raksha Golden Cub
{5}{W}{W}
Creature -- Cat Soldier Legend
3/4
Attacking doesn't cause Raksha Golden Cub to tap.
As long as Raksha is equipped, Cats you control get
+2/+2 and have double strike.
* Raksha Golden Cub
is a Cat, so it also gets +2/+2 and double strike if
it's equipped.
-----
Relentless Rats
{1}{B}{B}
Creature -- Rat
2/2
Relentless Rats gets +1/+1 for each other creature in
play named Relentless Rats.
A deck can have any number of cards named Relentless
Rats.
* Yes, you're allowed
to play a deck consisting of sixty Relentless Rats and
nothing else.
* This card's text applies
even in Constructed-tournament play. It overrides the
normal limit of four of an individual card.
-----
Reversal of Fortune
{4}{R}{R}
Sorcery
Target opponent reveals his or her hand. You may copy
an instant or sorcery card in it and play the copy without
paying its mana cost.
* Reversal of Fortune
creates a copy of the card in the other player's hand,
then allows you to play the copy from that player's
hand without paying its mana cost.
* You play the copy
while this ability is resolving and still on the stack.
Normally, you're not allowed to play spells and abilities
at this time. Reversal of Fortune breaks this rule.
* You don't pay the
spell's mana cost. If the spell has X in its mana cost,
X is 0. You do pay any additional costs for that spell.
You can't use any alternative costs.
* If the copied card
is a split card, you may choose to play either side
of the split card but not both.
* You can't play the
copy if an effect prevents you from playing instants
or sorceries, or from playing that particular instant
or sorcery. It doesn't matter whether your opponent
can play the card at this time; the only thing that
matters is whether you can play it.
* You can't play the
copy unless all of its targets, if any, can be chosen.
* If you don't want
to play the copy, you can choose not to; the copy ceases
to exist the next time state-based effects are checked.
* The spell is played
from your opponent's hand, not yours, which can be important
for some cards.
-----
Rite of Passage
{2}{G}
Enchantment
Whenever a creature you control is dealt damage, put
a +1/+1 counter on it. (The damage is dealt before the
counter is put on.)
* If the creature is
dealt damage by more than one source at the same time,
it gets only one counter.
* The creature doesn't
get a counter if all the damage that would be dealt
to it is prevented.
-----
Skullcage
{4}
Artifact
At the beginning of each opponent's upkeep, Skullcage
deals 2 damage to that player unless he or she has exactly
three or exactly four cards in hand.
* Skullcage's ability
deals damage if the player has zero, one, two, five,
or more than five cards in hand when its ability resolves.
* Skullcage doesn't
check hand size when it triggers, only when it resolves.
-----
Solarion
{7}
Artifact Creature
0/0
Sunburst (This comes into play with a +1/+1 counter
on it for each color of mana used to pay its cost.)
{T}: Double the number of +1/+1 counters on Solarion.
* "Double"
has its normal English meaning.
* If Solarion had three
+1/+1 counters on it, it would end up with six +1/+1
counters on it.
-----
Spectral Shift
{1}{U}
Instant
Choose one -- Change the text of target spell or permanent
by replacing all instances of one basic land type with
another; or change the text of target spell or permanent
by replacing all instances of one color word with another.
(These effects don't end at end of turn.)
Entwine {2}
* It's not possible
to target the same spell or permanent with both abilities.
-----
Spinal Parasite
{5}
Artifact Creature -- Insect
-1/-1
Sunburst (This comes into play with a +1/+1 counter
on it for each color of mana used to pay its cost.)
Remove two +1/+1 counters from Spinal Parasite: Remove
a counter from target permanent.
* Yes, this card's base
power/toughness is -1/-1. If it has five +1/+1 counters
on it, it's a 4/4 creature.
* If Spinal Parasite
is a 1/1 because it has two +1/+1 counters on it, you
can remove both counters to pay for its activated ability.
* Any permanent is a
legal target for Spinal Parasite's ability, not just
one with a counter on it. The player who controls Spinal
Parasite chooses which counter to remove from the targeted
permanent.
-----
Summoner's Egg
{4}
Artifact Creature
0/4
Imprint -- When Summoner's Egg comes into play, you
may remove a card in your hand from the game face down.
When Summoner's Egg is put into a graveyard from play,
turn the imprinted face-down card face up. If that card
is a creature card, put it into play under your control.
* The card is imprinted
face down. This means that other players don't know
what the card is and you can't look at the card once
it's imprinted (until it's turned face, up of course).
Note that effects that remove cards from the game, including
all previous imprint cards, remove those cards from
the game face up unless the effect says otherwise.
* If the card is not
a creature card when it's turned face up, it remains
removed from the game face up.
* Any "When this
creature is turned face up" abilities that the
imprinted card may have don't trigger because the card
isn't being turned face up while it's in play.
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Vedalken Orrery
{4}
Artifact
You may play nonland cards any time you could play an
instant.
* The controller of
Vedalken Orrery can play nonland artifact, creature,
enchantment, and sorcery cards any time he or she could
play an instant. This includes on other players' turns
and during the upkeep step, draw step, combat phase,
and end step.
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Vedalken Shackles
{3}
Artifact
You may choose not to untap Vedalken Shackles during
your untap step.
{2}, {T}: Gain control of target creature with power
less than or equal to the number of Islands you control
as long as Vedalken Shackles remains tapped.
* The creature's power
and the number of Islands you control matter only when
the ability is played and resolved. After that, only
the fact that Vedalken Shackles remains tapped matters.
* If Vedalken Shackles
becomes untapped before its ability resolves, you don't
gain control of the creature, even for a second.
* If Vedalken Shackles
leaves play, it's no longer tapped, so you lose control
of the creature.
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