Guardian of Faith
Creature — Spirit KnightPower and toughness3/2
Card text
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Showing Adventures in the Forgotten Realms#18
Price
1.90 $
Foil 4.18 $
28 printings · up to 4.91 $
Daily estimate from Scryfall, not a shop quote.
Guardian of Faith rulings
An attacking or blocking creature that phases out is removed from combat.
Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
If an opponent gains control of one of your creatures, that creature phases out, and the duration of the control-change effect expires before it phases back in, that creature phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
Choices made for permanents as they entered the battlefield are remembered when they phase in.
Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of
during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
Guardian of Faith keyword rules
Vigilance Rule 702.20
Vigilance is a static ability that modifies the rules for the declare attackers step.
Attacking doesn’t cause creatures with vigilance to tap. (See rule , “Declare Attackers Step.”)
Multiple instances of vigilance on the same creature are redundant.
Flash Rule 702.8
Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
Multiple instances of flash on the same object are redundant.
Guardian of Faith format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Guardian of Faith 28
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