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Lighthouse Chronologist — Rise of the Eldrazi

Lighthouse Chronologist

ROE · Rise of the Eldrazi #75 · Mythic · released 2010-04-23

{1}{U}
Creature — Human Wizard
Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 4-6 2/4 LEVEL 7+ 3/5 At the beginning of each end step, if it's not your turn, take an extra turn after this one.

Lighthouse Chronologist is a mythic blue creature from Rise of the Eldrazi (2010). Recent market prices range from $26.57 to $62.49 depending on printing and finish. It is legal in Modern, Legacy, Vintage, Commander, Oathbreaker and Penny Dreadful.

USD$24.95
USD Foil$62.49
IllustratorSteven Belledin
LanguageEN
Layoutleveler
ScryfallView

Format legality

Where you can play Lighthouse Chronologist in sanctioned and popular formats.

All printings

Prices range from $26.57 to $62.49 across finishes. Cheapest printing: Rise of the Eldrazi at $26.57.

SetNo.RarityPriceFoil
Rise of the Eldrazi This page75Mythic$26.57$62.49

More from Rise of the Eldrazi

See all 248 cards in Rise of the Eldrazi →

Rulings

Official rulings from Wizards of the Coast (10).

  • 2010-06-15The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.
  • 2010-06-15Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
  • 2010-06-15Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
  • 2010-06-15If another creature becomes a copy of a leveler, all of the leveler’s printed abilities — including those represented by level symbols — are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
  • 2010-06-15A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.
  • 2010-06-15In a two-player game, if you have a level 7 Lighthouse Chronologist and there are no other extra-turn effects, the game will proceed like this (with extra turns in brackets): your turn, your opponent’s turn, [your turn], your turn, your opponent’s turn, [your turn], your turn, your opponent’s turn, and so on.
  • 2010-06-15In a four-player game, if you have a level 7 Lighthouse Chronologist and there are no other extra-turn effects, the game will proceed like this (with extra turns in brackets): your turn, opponent A’s turn, [your turn], opponent B’s turn, [your turn], opponent C’s turn, [your turn], your turn, opponent A’s turn, and so on. The same principle applies to a multiplayer game with a different number of players.
  • 2010-06-15The effects of multiple level 7 Lighthouse Chronologists are cumulative. If you control two of them in a two-player game, you’ll take three turns for each turn your opponent takes.
  • 2010-06-15In a two-player game, if you and your opponent each control a level 7 Lighthouse Chronologist, they’ll essentially cancel each other out and you’ll alternate turns. Since all the turns you’d be taking are extra turns created by these abilities, make sure you know whose normal turn is supposed to be next in case one or both of the Lighthouse Chronologists leaves the battlefield.
  • 2010-06-15In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully. If multiple Chronologist’s abilities trigger during the same turn, the player whose turn would show up sooner in the natural turn order will get the first extra turn. For example, say Players B and C each control a level 7 Lighthouse Chronologist. Player A takes a turn. The game will proceed like this (with extra turns in brackets): Player A’s current turn, [Player B’s turn], [Player C’s turn], [Player B’s turn], [Player C’s turn], and so on. Because Players B and C will each add another extra turn after the other player’s extra turn, Player A will not take another turn as long as both level 7 Lighthouse Chronologists remain on the battlefield.

Frequently asked questions

Is Lighthouse Chronologist legal in Commander?
Yes — Lighthouse Chronologist is legal in Commander (EDH).
What formats is Lighthouse Chronologist legal in?
Lighthouse Chronologist is legal in Modern, Legacy, Vintage, Commander, Oathbreaker and Penny Dreadful.
How many times has Lighthouse Chronologist been printed?
Lighthouse Chronologist has a single printing, released in 2010.
What is the cheapest printing of Lighthouse Chronologist?
The cheapest printing is Rise of the Eldrazi (#75) at about $26.57.
Who illustrated Lighthouse Chronologist?
This printing of Lighthouse Chronologist was illustrated by Steven Belledin.