Promise of Aclazotz // Foul Rebirth (The Lost Caverns of Ixalan Commander #84)

Promise of Aclazotz {1}{B}

Enchantment

At the beginning of your end step, you may sacrifice a non-Demon creature. If you do, populate. (Create a token that’s a copy of a creature token you control.)

Foul Rebirth {2}{B}

Sorcery — Adventure

Sacrifice a non-Demon creature. If you do, create a 4/3 white and black Vampire Demon creature token with flying.

Illustrated by Lixin Yin

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Promise of Aclazotz // Foul Rebirth:
  • If you control no creature tokens when you populate, nothing will happen. (2023-11-10)
  • The new creature token copies the characteristics of the original token as stated by the effect that created the original token. (2023-11-10)
  • The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, color, and so on. (2023-11-10)
  • Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the new token will work. (2023-11-10)
  • An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Promise of Aclazotz is a black enchantment card whose mana value is 2. While there, it can't be the target of a spell or ability that targets only instant or sorcery cards. (2023-11-10)
  • When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics. (2023-11-10)
  • If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library") and Promise of Aclazotz is on top of your library, you can cast Foul Rebirth, but not Promise of Aclazotz. (2023-11-10)
  • If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later. (2023-11-10)
  • If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell. (2023-11-10)
  • You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty. (2023-11-10)
  • If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent. (2023-11-10)
  • An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure. (2023-11-10)
  • If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure. (2023-11-10)
  • If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure. (2023-11-10)
  • If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose. (2023-11-10)
  • Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure. (2023-11-10)