Demon of Dark Schemes
2 printings listed in our catalog, from newest to oldest.
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The 2 printings
All, with their prices ↓Official rulings
13 rulings · in English, source ScryfallIf a creature's owner leaves the game after you've put that creature onto the battlefield with Demon of Dark Schemes's last ability, the creature leaves with that player. If you leave the game before that player, the creature is exiled.
2016-09-20 · Wizards of the CoastThe set of creatures affected by Demon of Dark Schemes's first triggered ability is determined as the ability resolves. Creatures that enter the battlefield later in the turn and noncreature permanents that become creatures later in the turn won't get -2/-2.
2016-09-20 · Wizards of the CoastDemon of Dark Schemes's second triggered ability triggers whenever another creature dies for any reason, not just due to the first triggered ability.
2016-09-20 · Wizards of the CoastIf Demon of Dark Schemes dies at the same time as another creature, its second triggered ability triggers.
2016-09-20 · Wizards of the CoastSome triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
2024-06-07 · Wizards of the Coast{E} is the energy symbol. It represents one energy counter.
2024-06-07 · Wizards of the CoastEnergy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
2024-06-07 · Wizards of the CoastKeep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
2024-06-07 · Wizards of the CoastEnergy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
2024-06-07 · Wizards of the CoastSome spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
2024-06-07 · Wizards of the CoastIf an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
2024-06-07 · Wizards of the CoastIf a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
2024-06-07 · Wizards of the CoastSome triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
2024-06-07 · Wizards of the CoastAll printings