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Guardian of Faith
RareColour IDMV 3
Creature — Spirit Knight
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
3 / 2
Keywords
VigilanceFlash
Card capabilities
Creature
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Other printings
7 other English printingsEarliest 2021-07-23Newest 2026-11-12Cheapest priced $0.60 in SOC
Rulings (8)
wotc23 Jul 2021
An attacking or blocking creature that phases out is removed from combat.
wotc23 Jul 2021
If an opponent gains control of one of your creatures, that creature phases out, and the duration of the control-change effect expires before it phases back in, that creature phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
wotc23 Jul 2021
Choices made for permanents as they entered the battlefield are remembered when they phase in.
wotc23 Jul 2021
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
wotc23 Jul 2021
Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
wotc23 Jul 2021
As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.
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