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Kheru Lich Lord

Kheru Lich Lord

Creature — Zombie Wizard

rare

At the beginning of your upkeep, you may pay . If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else.

4/4

$0.19 ✦ $0.39View on Scryfall →

Semantic Tags

Chaosmechanical

Random, chaotic, or coin-flip effects that create unpredictable game states.

Evasivemechanical

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

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.”

Reanimatormechanical

Puts creatures into the graveyard then returns them to the battlefield cheaply.

Puts creatures into the graveyard then returns them to the battlefield cheaply.

Undyingvector

A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.93, “Undying.”

Format Legality

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

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Khans of Tarkir Promos#182srare···
Khans of Tarkir#182rare···

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

2014-09-20

Because the ability doesn’t target any creature card, any creature card (including Kheru Lich Lord itself) put into the graveyard in response to that ability may be returned to the battlefield.

2014-09-20

The exiled creature is never put into the graveyard. Any abilities the creature has that trigger when it dies won’t trigger.

2014-09-20

Kheru Lich Lord grants flying, trample, and haste to the creature that’s returned to the battlefield. However, neither of the “exile” abilities is granted to that creature. If that creature loses all its abilities, it will still be exiled at the beginning of your next end step, and if it would leave the battlefield, it is still exiled instead.

2014-09-20

The ability that exiles the card at the beginning of your next end step is a delayed triggered ability. If the delayed triggered ability is countered, the creature will stay on the battlefield and the ability won’t trigger again. However, the replacement effect will still exile the creature when it eventually leaves the battlefield.

2014-09-20

If a creature card returned to the battlefield with Kheru Lich Lord would leave the battlefield for any reason, it’s exiled instead. However, if that creature is already being exiled, then the replacement effect won’t apply. If the spell or ability that exiles it later returns it to the battlefield (as Suspension Field might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The effects from Kheru Lich Lord will no longer apply to it.

2014-09-20

The creature card returned to the battlefield is chosen at random as the ability resolves. If any player responds to the ability, that player won’t yet know what card will be returned.

2014-09-20

You decide whether to pay {2}{B} as the ability resolves.