AERAether Revolt

Call for Unity

Call for Unity from Aether Revolt
Call for Unity from Aether Revolt

Enchantment   {3}{W}{W} (CMC:5)

Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity. Creatures you control get +1/+1 for each unity counter on Call for Unity.

The "leaking spire" stands for liberation from Consulate control.

009 AER • ENJohn Severin Brassell

Notes: TODO: Update Copyright

Legal in: Modern,Legacy,Vintage,Commander

Oracle Text (click to copy):

View this MTG card on Gatherer
2/9/2017
Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don’t apply multiple times if more than one permanent you controlled left the battlefield. They don’t check whether the permanent that left the battlefield is still in the zone it moved to.
2/9/2017
Revolt abilities don’t care why the permanent left the battlefield, who caused it to move, or where it moved to. They’re equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Murder, or an enchantment you returned to your hand with Leave in the Dust.
2/9/2017
Tokens that leave the battlefield will satisfy a revolt ability.
2/9/2017
Energy counters aren’t permanents. Paying won’t satisfy a revolt ability.
2/9/2017
All cards in the Aether Revolt set with triggered revolt abilities use an intervening “if” clause. A permanent you controlled must have left the battlefield earlier in the turn in order for these abilities to trigger; otherwise they do nothing. In other words, there’s no way to have the ability trigger if no permanent you controlled has left the battlefield that turn, even if you intend to have one do so in response to the triggered ability.

Card Call for Unity is not on TCGPlayer.