Invasion of Kaldheim // Pyre of the World Tree (March of the Machine Promos #145s)
Invasion of Kaldheim // Pyre of the World Tree (March of the Machine Promos #145s)

Invasion of Kaldheim {3}{R}

Battle — Siege

(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.)

When Invasion of Kaldheim enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.

Defense: 4

Pyre of the World Tree

Color Indicator: Red Enchantment

Discard a land card: Pyre of the World Tree deals 2 damage to any target.

Whenever you discard a land card, exile the top card of your library. You may play that card this turn.

The warriors of Kaldheim burned the soul of their world to keep it out of Phyrexia’s hands.

Illustrated by Bryan Sola

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Invasion of Kaldheim // Pyre of the World Tree:
  • Both Invasion of Kaldheim and Pyre of the World Tree have an ability that allow you to play cards from exile. You may play those cards during the specified duration even if the permanent with the ability leaves the battlefield or you lose control of it. (2023-04-14)
  • Playing the exiled cards follows the normal rules for playing those cards. You must pay their costs, and you must follow all applicable timing rules. For example, if one of the cards is a creature card, you can cast that card by paying its mana cost only during your main phase while the stack is empty. (2023-04-14)
  • Unless an effect allows you to play additional lands that turn, you can play an exiled land card only if you haven’t played a land yet that turn. (2023-04-14)
  • Any cards you don’t play will remain exiled. (2023-04-14)
  • The last ability of Pyre of the World Tree will trigger whenever you discard a land card for any reason, not just because you activated its other ability. (2023-04-14)
  • If that ability triggers during the cleanup step because you discarded a land card to bring your hand size down to your maximum hand size, you will get priority after the ability resolves, so you’ll have a chance to cast an instant card or a card with flash you exiled. Whether you cast the exiled card or not, there will be then be another cleanup step before the turn ends. (2023-04-14)
  • Sieges each have an intrinsic triggered ability. That ability is “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.” (2023-04-14)
  • As a Siege enters the battlefield, its controller chooses an opponent to be its protector. (2023-04-14)
  • A Siege’s controller can’t be its protector. If a Siege’s protector ever gains control of it, they choose a new player to be its protector. This is a state-based action. (2023-04-14)
  • If a non-battle permanent that is already on the battlefield become a copy of a Siege, its controller chooses one of their opponents to be that battle’s protector. However, it will most likely be put into its owner’s graveyard because it has no defense counters (see below). (2023-04-14)
  • A battle’s “defense” is displayed in the bottom right corner of the card. A battle enters the battlefield with that number of defense counters. If another permanent enters the battlefield as a copy of a battle, it also enters with that number of defense counters. (2023-04-14)
  • Only creatures controlled by a battle’s protector can block creatures that are attacking that battle. This means a Siege’s controller can never assign creatures to block for it. (2023-04-14)
  • A battle can be dealt damage and be target of spells and/or abilities that target “any target.” (2023-04-14)
  • Damage dealt to a battle causes that many defense counters to be removed from it. (2023-04-14)
  • A battle can be attacked by all players other than its protector. Notably, this means a Siege’s controller can attack it. (2023-04-14)
  • If a battle has no defense counters, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that battle is put into its owner’s graveyard. This is a state-based action. This doesn’t cause a Siege’s intrinsic triggered ability to trigger. (2023-04-14)
  • If a Siege never had defense counters on it (perhaps because a permanent became a copy of one), it can’t have its last defense counter removed. It will be put into its owner’s graveyard. You won’t exile it or cast the other face. (2023-04-14)
  • If a token or a card that isn’t represented by a transforming double-faced card becomes a copy of a Siege, it can’t be cast as its triggered ability resolves. It will remain in exile. If it’s a token, it will cease to exist the next time state-based actions are performed. (2023-04-14)
  • If a permanent that is represented by a transforming double-faced card becomes a copy of a Siege, it will be exiled as that Siege’s triggered ability resolves, then it will be cast transformed. Note that this applies only to transforming double-faced cards, not to modal double-faced cards that can normally be played using either face. (2023-04-14)
  • In a multiplayer game, if the protector of a battle leaves the game and that battle is not currently being attacked, its controller chooses a new protector for it as a state-based action. If it is being attacked, its controller chooses a new protector for it once no creatures are attacking it. This means that it continues to be attacked and can be dealt combat damage as normal. (2023-04-14)
  • If a battle that’s being attacked somehow stops being a battle, it is removed from combat. Similarly, if its controller changes in the middle of combat, it is removed from combat. (2023-04-14)
  • Battles can’t attack or block, even if one also becomes a creature. If an attacking or blocking creature somehow becomes a battle in addition to being a creature, it is removed from combat. (2023-04-14)