I am teaching my son the game because he made friends with some players and now wants to play. God only knows how much I have blown on Pokemon, but now it's starting all over again. That's ok though as long as he is having fun.
However I am not so much a player of these types of games, so I am just trying to get him started enough to hold his own before going off into the real world to learn from real players. I try to get as much information about my questions online or this forum, but it seems all I find are vague answers which don't really get into the heart of the question, so I will ask them here. I have already asked a couple of questions on this forum with good help, so I will ask again my newly formed list. If these seem like stupid questions, have mercy I have no clue. Also, I didn't see in the rules that this type of thread was not allowed, so if so, just delete it with my apologies.
1) Artifact lands. Ok, I get it, cards that act as both. Some offer two land types, some have a special "spell" you can trade for, but Seat of the Synod came up and I don't get it. What is the advantage of a card like this? Why not just a basic island? How is this in any way different (except that you can remove it with an "anti-artifact" card)? Did I just answer my own question? If so, this card is worth less than a basic island.
2) I know Flying can defend and be hit, but I don't see a real explanation and I don't understand. If I have creature A with flying and you have creature B with no flying or reach, and we are both 2/2: I attack and you take 2 hit off your dice because you cant defend (Because I am basically doing an air strike over your guy). But when you attack me, and I use my creature to defend, we both do damage and take each other out. How did you get the reach or flying to get up to me to inflict damage? The only way I can explain to my boy is to say "it's like a sneak attack and you didn't get a chance to take off" but then he counters, so how do I do damage back to you then? Can this be ELI5?
3) When you have a spell that says "take control of opponent creature" is that for the life of the creature? No more text given. Do I just physically take that creature and put it in my field?
4) Nissa's Judgement: This question in general to a card like this: So my boy has two of these cards. He has two creatures so he ups each +1/+1. Ok I get it, but the damage part. Since this is not a creature attacking, if the damage I take is not enough to kill me off, on my next turn, I get back to full health, right? So the strategy would be to only play this card right before battle so I take double damage? For example, if I cast a 4/4 creature and the turn passes to my son, he casts this on a 1/1 guy, making him 2/2. The spell does 2/2 damage to me instantly, then he declares an attack with this guy and being 2/2 he can take me out? This is how we played it last night, I let him twice use a guy who was half of my strength take me out in one turn? Hopefully we did it right, but it sure hurt, especially when he pulled this card again later... Tough card.
5) enters tapped. So when a creature or land says it "enters tapped" that basically means you can't use it this turn and have to wait until you have the ability to untap right? So for a creature, how is this different than just summoning sickness? You can't use them first turn anyway...again for this, please ELI5.
Thanks so much for the help. Once I get a better grip on what the terms really mean and how to figure out strategy with them, I can explain the logic to my son. He is picking it up quickly now.
1. In decks where the number of artifacts matter, the artifact lands are so good they are banned in some formats. See cards like Cranial Plating, Arcbound Ravager, and Myr Enforcer to see where these are excellent despite the fact they can be destroyed by artifact destruction.
2. Think of it this way: Something that flies can move to the ground or stay in the air. The other creature can only be on the ground.
3. Yes, unless the card reads “until end of turn.”
4. The counters permanently stay on the creatures. The spell does not deal damage to a player, but to a creature. So every creature with a +1 counter on it deals damage to the chosen creature. In the example you gave, the spell would deal two damage to your creature. Then he would move to his attack step and attack with the 2/2 creature. You could then choose to block, killing both creatures, or take two damage.
5. A creature entering tapped is summoning sick like most other creatures the turn they are cast. Being tapped means it also cannot block until it untaps. It also cannot be used to help cast spells that require creatures to tap, such as using the keyword ability Convoke on Venerated Loxodon to help cast the card.
I hope that helps some. Magic is a complex game, but this is the place to find answers! Good luck!
1) Artifact lands. Ok, I get it, cards that act as both. Some offer two land types, some have a special "spell" you can trade for, but Seat of the Synod came up and I don't get it. What is the advantage of a card like this? Why not just a basic island? How is this in any way different (except that you can remove it with an "anti-artifact" card)? Did I just answer my own question? If so, this card is worth less than a basic island.
It's exactly what it says - it counts as both an artifact and a land. Yes, this means it can be removed by anti-artifact cards. But it also means it counts for your own cards that reward you for having artifacts. For example, it makes Frogmite cost 1 less due to Frogmite's affinity for artifacts ability, and it makes Master of Etherium bigger. You may actually be surprised to know that Seat of the Synod, along with the artifact lands of the other colours, were actually banned in several formats for being too powerful due to such interactions.
2) I know Flying can defend and be hit, but I don't see a real explanation and I don't understand. If I have creature A with flying and you have creature B with no flying or reach, and we are both 2/2: I attack and you take 2 hit off your dice because you cant defend (Because I am basically doing an air strike over your guy). But when you attack me, and I use my creature to defend, we both do damage and take each other out. How did you get the reach or flying to get up to me to inflict damage? The only way I can explain to my boy is to say "it's like a sneak attack and you didn't get a chance to take off" but then he counters, so how do I do damage back to you then? Can this be ELI5?
Because your flier can fly lower to the ground. If his 2/2 ground creature attacks you, you can order your flying creature to land and intercept.
3) When you have a spell that says "take control of opponent creature" is that for the life of the creature? No more text given. Do I just physically take that creature and put it in my field?
If the card doesn't specify a duration, then it's permanent. It ends only when the creature leaves the battlefield.
4) Nissa's Judgement: This question in general to a card like this: So my boy has two of these cards. He has two creatures so he ups each +1/+1. Ok I get it, but the damage part. Since this is not a creature attacking, if the damage I take is not enough to kill me off, on my next turn, I get back to full health, right? So the strategy would be to only play this card right before battle so I take double damage? For example, if I cast a 4/4 creature and the turn passes to my son, he casts this on a 1/1 guy, making him 2/2. The spell does 2/2 damage to me instantly, then he declares an attack with this guy and being 2/2 he can take me out? This is how we played it last night, I let him twice use a guy who was half of my strength take me out in one turn? Hopefully we did it right, but it sure hurt, especially when he pulled this card again later... Tough card.
Yeah, that's pretty much right. Do note that blocking an attacking creature is the defending player's choice. He can certainly use it in the way you described - upping his 1/1 to a 2/2, then doing 2 damage to your 4/4, then attacking with his 2/2 - but you can always choose not to block it with your 4/4, take 2 damage yourself, and have your 4/4 be healthy again at the end of the turn. The better way to use cards like Nissa's Judgment is to have your creature kill off your opponent's creature, then attack with your bigger creature. For example, if you have a 3/3 and your opponent has a 4/4, you can use this card to pump your 3/3 to a 4/4, deal 4 damage to your opponent's 4/4, killing it, and then attack with your new 4/4.
5) enters tapped. So when a creature or land says it "enters tapped" that basically means you can't use it this turn and have to wait until you have the ability to untap right? So for a creature, how is this different than just summoning sickness? You can't use them first turn anyway...again for this, please ELI5.
Though they're similar, being tapped and suffering from summoning sickness aren't quite the same. Summoning sickness means that the creature can't attack or activate tap abilities. It can still block, however. Entering tapped means it won't be able to block until it untaps on your turn. That's the main difference, at least - there are a few other more specific ones that might crop up from time to time (such as cards that only affect tapped creatures).
But when taking control of an opponents creature, do I actually take their card? I can see this as a possible problem, people taking other people's cards. Just for the fact of handling damage, or possibly forgetting to return it in the commotion of the game. Perhaps there is another way to position the card to show it is still the original owner's card, yet in control of another player? Is there a standard play here?
Another question: When adding counters, etc. is there an easy way to keep track, or is keeping it straight in your head part of the game? It can get confusing, especially with spells that counter multiple creatures stacked on top of single creature spells. Oh this guy says 1/1 but he is actually 3/1 because of this and another 1/1 because of that....easy to forget perhaps how strong someone is and block poorly. But I can also see that as part of the game, hey, you should know, don't let your mind drift...
But when taking control of an opponents creature, do I actually take their card? I can see this as a possible problem, people taking other people's cards. Just for the fact of handling damage, or possibly forgetting to return it in the commotion of the game. Perhaps there is another way to position the card to show it is still the original owner's card, yet in control of another player? Is there a standard play here?
Generally, yes, people will just put the creature on their side of the field. If you aren't comfortable with that, you can put it kind of in the middle or off to the side. The main issue is that this can lead to confusion.
Another question: When adding counters, etc. is there an easy way to keep track, or is keeping it straight in your head part of the game? It can get confusing, especially with spells that counter multiple creatures stacked on top of single creature spells. Oh this guy says 1/1 but he is actually 3/1 because of this and another 1/1 because of that....easy to forget perhaps how strong someone is and block poorly. But I can also see that as part of the game, hey, you should know, don't let your mind drift...
Most people use dice or, possibly beads, to keep track of counters. If something grants a static boost (like Glorious Anthem) you generally need to pay attention to the board state as the cards on the field tell you what to do rather than adding dice. It is the same with Loyalty counters on Planeswalkers where most people use a die to show the current loyalty.
I am teaching my son the game because he made friends with some players and now wants to play. God only knows how much I have blown on Pokemon, but now it's starting all over again. That's ok though as long as he is having fun.
However I am not so much a player of these types of games, so I am just trying to get him started enough to hold his own before going off into the real world to learn from real players. I try to get as much information about my questions online or this forum, but it seems all I find are vague answers which don't really get into the heart of the question, so I will ask them here. I have already asked a couple of questions on this forum with good help, so I will ask again my newly formed list. If these seem like stupid questions, have mercy I have no clue. Also, I didn't see in the rules that this type of thread was not allowed, so if so, just delete it with my apologies.
1) Artifact lands. Ok, I get it, cards that act as both. Some offer two land types, some have a special "spell" you can trade for, but Seat of the Synod came up and I don't get it. What is the advantage of a card like this? Why not just a basic island? How is this in any way different (except that you can remove it with an "anti-artifact" card)? Did I just answer my own question? If so, this card is worth less than a basic island.
2) I know Flying can defend and be hit, but I don't see a real explanation and I don't understand. If I have creature A with flying and you have creature B with no flying or reach, and we are both 2/2: I attack and you take 2 hit off your dice because you cant defend (Because I am basically doing an air strike over your guy). But when you attack me, and I use my creature to defend, we both do damage and take each other out. How did you get the reach or flying to get up to me to inflict damage? The only way I can explain to my boy is to say "it's like a sneak attack and you didn't get a chance to take off" but then he counters, so how do I do damage back to you then? Can this be ELI5?
3) When you have a spell that says "take control of opponent creature" is that for the life of the creature? No more text given. Do I just physically take that creature and put it in my field?
4) Nissa's Judgement: This question in general to a card like this: So my boy has two of these cards. He has two creatures so he ups each +1/+1. Ok I get it, but the damage part. Since this is not a creature attacking, if the damage I take is not enough to kill me off, on my next turn, I get back to full health, right? So the strategy would be to only play this card right before battle so I take double damage? For example, if I cast a 4/4 creature and the turn passes to my son, he casts this on a 1/1 guy, making him 2/2. The spell does 2/2 damage to me instantly, then he declares an attack with this guy and being 2/2 he can take me out? This is how we played it last night, I let him twice use a guy who was half of my strength take me out in one turn? Hopefully we did it right, but it sure hurt, especially when he pulled this card again later... Tough card.
5) enters tapped. So when a creature or land says it "enters tapped" that basically means you can't use it this turn and have to wait until you have the ability to untap right? So for a creature, how is this different than just summoning sickness? You can't use them first turn anyway...again for this, please ELI5.
Thanks so much for the help. Once I get a better grip on what the terms really mean and how to figure out strategy with them, I can explain the logic to my son. He is picking it up quickly now.
2. Think of it this way: Something that flies can move to the ground or stay in the air. The other creature can only be on the ground.
3. Yes, unless the card reads “until end of turn.”
4. The counters permanently stay on the creatures. The spell does not deal damage to a player, but to a creature. So every creature with a +1 counter on it deals damage to the chosen creature. In the example you gave, the spell would deal two damage to your creature. Then he would move to his attack step and attack with the 2/2 creature. You could then choose to block, killing both creatures, or take two damage.
5. A creature entering tapped is summoning sick like most other creatures the turn they are cast. Being tapped means it also cannot block until it untaps. It also cannot be used to help cast spells that require creatures to tap, such as using the keyword ability Convoke on Venerated Loxodon to help cast the card.
I hope that helps some. Magic is a complex game, but this is the place to find answers! Good luck!
Because your flier can fly lower to the ground. If his 2/2 ground creature attacks you, you can order your flying creature to land and intercept.
If the card doesn't specify a duration, then it's permanent. It ends only when the creature leaves the battlefield.
Yeah, that's pretty much right. Do note that blocking an attacking creature is the defending player's choice. He can certainly use it in the way you described - upping his 1/1 to a 2/2, then doing 2 damage to your 4/4, then attacking with his 2/2 - but you can always choose not to block it with your 4/4, take 2 damage yourself, and have your 4/4 be healthy again at the end of the turn. The better way to use cards like Nissa's Judgment is to have your creature kill off your opponent's creature, then attack with your bigger creature. For example, if you have a 3/3 and your opponent has a 4/4, you can use this card to pump your 3/3 to a 4/4, deal 4 damage to your opponent's 4/4, killing it, and then attack with your new 4/4.
Though they're similar, being tapped and suffering from summoning sickness aren't quite the same. Summoning sickness means that the creature can't attack or activate tap abilities. It can still block, however. Entering tapped means it won't be able to block until it untaps on your turn. That's the main difference, at least - there are a few other more specific ones that might crop up from time to time (such as cards that only affect tapped creatures).
But when taking control of an opponents creature, do I actually take their card? I can see this as a possible problem, people taking other people's cards. Just for the fact of handling damage, or possibly forgetting to return it in the commotion of the game. Perhaps there is another way to position the card to show it is still the original owner's card, yet in control of another player? Is there a standard play here?
Another question: When adding counters, etc. is there an easy way to keep track, or is keeping it straight in your head part of the game? It can get confusing, especially with spells that counter multiple creatures stacked on top of single creature spells. Oh this guy says 1/1 but he is actually 3/1 because of this and another 1/1 because of that....easy to forget perhaps how strong someone is and block poorly. But I can also see that as part of the game, hey, you should know, don't let your mind drift...
Most people use dice or, possibly beads, to keep track of counters. If something grants a static boost (like Glorious Anthem) you generally need to pay attention to the board state as the cards on the field tell you what to do rather than adding dice. It is the same with Loyalty counters on Planeswalkers where most people use a die to show the current loyalty.