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Rules guide · Plane

ShivHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Planechase Anthology Planes· November 25, 2016
Carte Magic Shiv

Shiv is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

All creatures have "{R}: This creature gets +1/+0 until end of turn." Whenever chaos ensues, create a 5/5 red Dragon creature token with flying.

Complete guide

Welcome to the volcanic landscape of Shiv, a legendary region of Dominaria where fire and dragons reign supreme. In the Planechase format, this plane card transforms every creature into a potential threat and rewards chaos with massive flying tokens.

Fiery Power for All

While Shiv is the active plane, every creature on the battlefield gains a new activated ability: '{R}: This creature gets +1/+0 until end of turn.' This is a global effect that applies to your creatures and your opponents' creatures alike. Because the ability has no limit on how many times it can be activated, any player with access to red mana can pump their creatures into lethal attackers during the combat phase.

Harnessing the Chaos

The second ability of Shiv is a triggered ability that occurs whenever a player rolls the chaos symbol on the planar die. When chaos ensues, the current planar controller (the player whose turn it is) creates a 5/5 red Dragon creature token with flying. This token immediately benefits from the plane's first ability, allowing it to be pumped with red mana as soon as it is created if you have a way to give it haste or for defensive blocking.

Step-by-Step Resolution

First, the active player rolls the planar die during their main phase. If the result is the chaos symbol, the triggered ability goes on the stack. Once the ability resolves, a 5/5 Dragon token is placed onto the battlefield. From that moment until the players planeswalk away to a new location, that Dragon—and all other creatures—can use the {R} activated ability at any time they have priority.

Planar Strategy

Shiv heavily favors decks with high red mana production or aggressive creature strategies. Since the +1/+0 ability is granted to all creatures, be careful when attacking into opponents who have open red mana, as they can suddenly trade a small creature for your large one. It is often best to roll for chaos when you need a powerful blocker or an evasive finisher to close out the game.

Interaction examples

Doubling Up on Firebreathing

If Scion of Shiv is on the battlefield while Shiv is the active plane, it will have two separate firebreathing abilities. You can choose to spend {2}{R} to give it a perpetual +1/+0 bonus, or spend only {R} to give it +1/+0 until end of turn via the plane's effect.

Garth's Draconic Reinforcements

If you use Garth One-Eye to create and cast a Shivan Dragon while on this plane, your new Shivan Dragon effectively has two identical '{R}: +1/+0' abilities. While redundant, this ensures that even if the plane changes later, the Dragon keeps its innate ability to pump its power.

A Volcanic Surprise

If you cast Shivan Meteor to clear a path, your opponent might try to pump their creature's power using Shiv's ability in response. However, since Shivan Meteor deals 13 damage, the creature will likely be destroyed regardless of how much its power was increased by red mana.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Shiv

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A plane card is treated as if its text box included "When you roll {PW}, put this card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up." This is called the "planeswalking ability."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A face-up plane card that's turned face down becomes a new object with no relation to its previous existence. In particular, it loses all counters it may have had.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The controller of a face-up plane card is the player designated as the "planar controller." Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an ability of a plane refers to "you," it's referring to whoever the plane's controller is at the time, not to the player that started the game with that plane card in their deck. Many abilities of plane cards affect all players, while many others affect only the planar controller, so read each ability carefully.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Shiv.

Shivan Gorge
Shivan Gorge

{T}: Add {C}. {2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent.

Jill, Shiva's Dominant // Shiva, Warden of Ice
Jill, Shiva's Dominant // Shiva, Warden of Ice

When Jill enters, return up to one other target nonland permanent to its owner's hand. {3}{U}{U}, {T}: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. (As this Saga enters and after your draw step, add a lore counter.) I, II — Mesmerize — Target creature can't be blocked this turn. III — Cold Snap — Tap all lands your opponents control. Exile Shiva, then return it to the battlefield (front face up).

Hraesvelgr of the First Brood
Hraesvelgr of the First Brood

Flying, vigilance, ward {2} Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn.

Garth One-Eye
Garth One-Eye

{T}: Choose a card name that hasn't been chosen from among Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus. Create a copy of the card with the chosen name. You may cast the copy. (You still pay its costs.)

Shivan Meteor
Shivan Meteor

Shivan Meteor deals 13 damage to target creature. Suspend 2—{1}{R}{R} (Rather than cast this card from your hand, you may pay {1}{R}{R} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Shivan Fire
Shivan Fire

Kicker {4} (You may pay an additional {4} as you cast this spell.) Shivan Fire deals 2 damage to target creature. If this spell was kicked, it deals 4 damage instead.

Kyscu Drake
Kyscu Drake

Flying {G}: This creature gets +0/+1 until end of turn. Activate only once each turn. Sacrifice this creature and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon, put that card onto the battlefield, then shuffle.

Darigaaz, Shivan Champion
Darigaaz, Shivan Champion

Flying At the beginning of your end step, conjure a random card from Darigaaz, Shivan Champion's spellbook into exile face down with three egg counters on it. It gains "At the beginning of your upkeep, if this card is exiled, remove an egg counter from it. Then if it has no egg counters on it, put it onto the battlefield."

Sarkhan, Wanderer to Shiv
Sarkhan, Wanderer to Shiv

+1: Dragon cards in your hand perpetually gain "This spell costs {1} less to cast," and "You may pay {X} rather than pay this spell's mana cost, where X is its mana value." +1: Conjure a card named Shivan Dragon into your hand. −2: Sarkhan, Wanderer to Shiv deals 3 damage to target creature.

Scion of Shiv
Scion of Shiv

Flying {2}{R}: Scion of Shiv perpetually gets +1/+0.

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