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Tiana, Ship's Caretaker

Tiana, Ship's Caretaker

Legendary Creature — Angel Artificer

uncommon

Flying, first strike Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.

3/3

$0.09 ✦ $0.30View on Scryfall →

Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

First Strikemechanical

A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”

Has first strike or double strike — trades favorably in combat.

Flyingmechanical

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Dominaria Remastered#204uncommon···
Dominaria Remastered#372uncommon···
Commander Legends#454uncommon···
Dominaria Promos#208suncommon···
Dominaria#208uncommon···

Related Concepts

Flying

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap 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. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with 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. See rule 302.6.

Rulings

2018-04-27

If an Aura you control is put into a graveyard immediately after Tiana leaves the battlefield, most likely because Tiana left the battlefield but the Aura was put into the graveyard as a state-based action after it found itself not attached to anything, Tiana's last ability won't trigger.

2018-04-27

If an Aura or Equipment leaves the graveyard after triggering Tiana's last ability, it won't be returned to its owner's hand as the delayed triggered ability resolves.

2018-04-27

If an Aura or Equipment is put into your graveyard during an end step, you'll be able to return it during the next end step, not the current one.

2018-04-27

Tiana's last ability triggers and creates a delayed triggered ability that will let you return the Aura or Equipment during the next end step. It will do so even if Tiana leaves the battlefield before the next end step.

2018-04-27

If an Aura or Equipment you control is put into a graveyard at the same time as Tiana is, most likely because an effect destroyed all nonland permanents, you'll be able to return it to its owner's hand at the beginning of the next end step.