Target creature you control gets +1/+0 until end of turn and can't be blocked this turn.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Scott M. Fischer
The set of creatures that gets +1/+0 from an overloaded Teleportal is determined as the spell resolves. Creatures you begin to control later in the turn wonâ€™t get +1/+0. However, because the second part of Teleportalâ€™s effect doesnâ€™t change the characteristics of any permanents, the set of creatures that canâ€™t be blocked is constantly updated. Any creature you control at the moment blockers are chosen canâ€™t be blocked.
Overload doesnâ€™t change when you can cast the spell.
Note that if the spell with overload is dealing damage, protection from that spellâ€™s color will still prevent that damage.
If you donâ€™t pay the overload cost of a spell, that spell will have a single target. If you pay the overload cost, the spell wonâ€™t have any targets.
If you are instructed to cast a spell with overload â€œwithout paying its mana cost,â€ you canâ€™t choose to pay its overload cost instead.
Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while casting it for its overload cost, too.
Casting a spell with overload doesnâ€™t change that spellâ€™s mana cost. You just pay the overload cost instead.
Because a spell with overload doesnâ€™t target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
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