Current word from Wizards is that you can't take that Sphinx-bone wand with you to another plane. There was an article recently where they took the hypothetical question of taking a symbol of Avacyn away from Innistrad and, before saying it would be powerless on another plane, emphasized that teleportation of such an item was more or less impossible.
And again, I really object to this trend of thinking. Much more fun to imagine taking that wand, and other items, with you.
Source?
Because I'm willing to bet this is a case of Rosewatering. (IE, someone made a comment about flavor they weren't quite right to make.)
Anyways, Tezzeret carries a TON of gew-gaws and trinkets with him. His artifacts travel with him. This is confirmed canon.
In addition, we have the issue that if you can't take items with you, Planeswalkers end up naked everywhere they go.
The symbol of Avacyn only works on Innistrad because Avacyn's power only works on Innistrad. Avacynian artifacts draw on Avacyn's power, so they won't work when Avacyn isn't around, as shown by the fact that the same artifacts started to fail while Avacyn was trapped in the Helvault.
A Sphinx-Bone Wand doesn't draw on any plane-specific being to do its thing, so it's perfectly safe to take between planes.
I personally imagine enchantments to be cast simply like a sorcery or instant. They just hang around, constantly providing and effect. This would vary on the enchantment, of course. The Leylines from Guildpact would be places or calling on a particular type of ley line.
An Aura will attach itself to a creature, player, enchantment, land or anything else. A plain enchantment will just hang around and do what it does, changing the field of battle. Look at an enchantment card's art. That'll give you a good idea of how it may look.
An enchantment, sorcery, or instant, wouldn't really be summoning, though, would it? I'm having trouble wording this, but if you think of the cards as the spells... Then creatures are reminders of those creatures or rather the spell to bring that creature to you, while sorceries, enchantments, and instants, are actually those spells.
Current word from Wizards is that you can't take that Sphinx-bone wand with you to another plane. There was an article recently where they took the hypothetical question of taking a symbol of Avacyn away from Innistrad and, before saying it would be powerless on another plane, emphasized that teleportation of such an item was more or less impossible.
And again, I really object to this trend of thinking. Much more fun to imagine taking that wand, and other items, with you.
I'm with you on that one. If nothing can survive the Blind Eternities without a spark, then planeswalkers would arrive on planes like Arnold in the Terminator.
Avacyn's Collar is a different matter, as others mentioned, though.
That's actually right. You don't 'summon' noncreature spells. Enchantments, instants, sorceries and even creatures are cast, but the actual process of 'casting' a creature spell can be referred to as summoning, but that's really just being pedantic.
In the end, you summon creatures from the aether, cast instants, sorceries and enchantments, call on planeswalkers and draw on lands.
I think planeswalkers just draw power from lands they encountered. The more colors the planeswalker can wield, the harder it gets. Also, I'm interested in how would planeswalker change his colors?
It has to be a fundamental shift in personality. Something has to happen that shifts their entire view on reality and themselves.
Or wizards will pander to the people clamoring and yelling that they should be black white and they'll do it with a crappy reason.
Interesting concept on how we actually 'cast' and keep spells around eh?
I think this is the last question from me. I understand milling someone is like wiping their mind, and same with discard. But what is it when a player mils themselves and uses the graveyard to bring spells back? What is the graveyard exactly represent?
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
Flashback costs are usually more expensive than the original mana cost, so casting from the graveyard (that way, anyway) is presumably more difficult for the mage. A flashbacked spell is probably essentially a way of casting the spell twice by using an "echo" of it that lingers in the aether. I would suspect an effect that returns a creature from the graveyard would function similarly - using what remains of that creature in the echo to resummon/recreate it.
For creatures and artifacts the graveyard is easy, it simply represents their destruction. I would say likewise for enchantments. The original spell has not been destroyed, but rather the effect it created.
A land being in the graveyard would be the disruption or destruction of a planeswalker's mana bond with that land. (Though I suppose the actual land being physically destroyed would serve the same ends.)
As to what the graveyard means for a Lightning Bolt? Maybe it represents the mage's ability to cast that spell becoming exhausted. Someone who can cast Lightning Bolt four times clearly knows the spell better than someone who can only cast it once, so maybe when an instant or sorcery is in your graveyard, it represents just not being able to do that again until you rest and clear your head, no matter how much mana you have at your disposal.
Flashback costs are usually more expensive than the original mana cost, so casting from the graveyard (that way, anyway) is presumably more difficult for the mage. A flashbacked spell is probably essentially a way of casting the spell twice by using an "echo" of it that lingers in the aether. I would suspect an effect that returns a creature from the graveyard would function similarly - using what remains of that creature in the echo to resummon/recreate it.
For creatures and artifacts the graveyard is easy, it simply represents their destruction. I would say likewise for enchantments. The original spell has not been destroyed, but rather the effect it created.
A land being in the graveyard would be the disruption or destruction of a planeswalker's mana bond with that land. (Though I suppose the actual land being physically destroyed would serve the same ends.)
As to what the graveyard means for a Lightning Bolt? Maybe it represents the mage's ability to cast that spell becoming exhausted. Someone who can cast Lightning Bolt four times clearly knows the spell better than someone who can only cast it once, so maybe when an instant or sorcery is in your graveyard, it represents just not being able to do that again until you rest and clear your head, no matter how much mana you have at your disposal.
So what exactly would you say the graveyard represents? I still don't understand what your saying
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The graveyard, or 'discard pile', is the past. Spells that have been cast/destroyed, creatures that have been killed and lands that have been destroyed all end up there.
Flavour-wise, both creature and non-creature spells are 'forgotten' about as soon as they're in the graveyard. In a typical game of vanilla Magic, you're focusing on what's in your hand and on the battlefield; respectively the front of your mind and the duel; while what has been done is at the back of your mind, no longer thought about.
Flashback and rebound spells, I imagine, leave a strong aether trail. Rebound spells naturally recur, while flashback spells must be fuelled with mana to happen again.
Reviving a creature from the graveyard depends on whether you think a dying creature leaves a corpse behind or not. Mana-constructs would, conceivably behave like real creatures including leaving some remains on the battlefield, whether ectoplasmic goop or physical remains. Certain types of mana can 'reactivate' those remains into a creature again, even though it's a new summoning.
As for lands, that's simply snapping another mage's mana bonds. Red and black disrupt the mana bonds; red out of a sense of mischief and black to intentionally depower someone; and green can reestablish mana bonds once broken.
Mind magic can wipe the spells from your mind before you've thought of it (milling), while you're thinking of it (discard), while you're casting it (counterspells) and even after you've thought of it (exiling from graveyard). Blue is obviously the master of this, due to its understanding of the forces of magic. Black, again, does it to disempower its opponent and gain an advantage.
Red and blue both return instants or sorceries, but for different reasons: Red would cast its spells with emotion behind it, leaving a strong aether-trail, while blue would pick up on the aether-trail of any spell. Once you have that trail, it'd be easy to channel mana in the same way. This incidentally, also covers 'Twincast'-style abilities.
The graveyard, or 'discard pile', is the past. Spells that have been cast/destroyed, creatures that have been killed and lands that have been destroyed all end up there.
Flavour-wise, both creature and non-creature spells are 'forgotten' about as soon as they're in the graveyard. In a typical game of vanilla Magic, you're focusing on what's in your hand and on the battlefield; respectively the front of your mind and the duel; while what has been done is at the back of your mind, no longer thought about.
Flashback and rebound spells, I imagine, leave a strong aether trail. Rebound spells naturally recur, while flashback spells must be fuelled with mana to happen again.
Reviving a creature from the graveyard depends on whether you think a dying creature leaves a corpse behind or not. Mana-constructs would, conceivably behave like real creatures including leaving some remains on the battlefield, whether ectoplasmic goop or physical remains. Certain types of mana can 'reactivate' those remains into a creature again, even though it's a new summoning.
As for lands, that's simply snapping another mage's mana bonds. Red and black disrupt the mana bonds; red out of a sense of mischief and black to intentionally depower someone; and green can reestablish mana bonds once broken.
Mind magic can wipe the spells from your mind before you've thought of it (milling), while you're thinking of it (discard), while you're casting it (counterspells) and even after you've thought of it (exiling from graveyard). Blue is obviously the master of this, due to its understanding of the forces of magic. Black, again, does it to disempower its opponent and gain an advantage.
Red and blue both return instants or sorceries, but for different reasons: Red would cast its spells with emotion behind it, leaving a strong aether-trail, while blue would pick up on the aether-trail of any spell. Once you have that trail, it'd be easy to channel mana in the same way. This incidentally, also covers 'Twincast'-style abilities.
Thanks, that makes a bit more sense. Still confused but I've got the jist of it.
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I'd always lumped the Graveyard in more with D&D mechanics. Your library are the spells you have "memorized" and once a spell is expended it's forgotten until you can sit down and regain your spells. Some things (Unearth, Flashback) have, as a part of the spell, that they can be reinvigorated, but most of them are gone, baring some other spell returning the expended spell.
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Cyme we inne frið, fram the grip of deaþ to lif inne ðis smylte land.
Always wondered, how do we Planeswalkers summon creatures from different realms (including token creatures/and planeswalkers like Jace Beleran)? Do we create them out of thin air, or open a portal they walk through, etc.?
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In the brothers war... seems Mishra summoned The first dragon engines from phyrexia
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Source?
Because I'm willing to bet this is a case of Rosewatering. (IE, someone made a comment about flavor they weren't quite right to make.)
Anyways, Tezzeret carries a TON of gew-gaws and trinkets with him. His artifacts travel with him. This is confirmed canon.
In addition, we have the issue that if you can't take items with you, Planeswalkers end up naked everywhere they go.
A Sphinx-Bone Wand doesn't draw on any plane-specific being to do its thing, so it's perfectly safe to take between planes.
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
I'm with you on that one. If nothing can survive the Blind Eternities without a spark, then planeswalkers would arrive on planes like Arnold in the Terminator.
Avacyn's Collar is a different matter, as others mentioned, though.
In the end, you summon creatures from the aether, cast instants, sorceries and enchantments, call on planeswalkers and draw on lands.
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
It has to be a fundamental shift in personality. Something has to happen that shifts their entire view on reality and themselves.
Or wizards will pander to the people clamoring and yelling that they should be black white and they'll do it with a crappy reason.
I think this is the last question from me. I understand milling someone is like wiping their mind, and same with discard. But what is it when a player mils themselves and uses the graveyard to bring spells back? What is the graveyard exactly represent?
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U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
For creatures and artifacts the graveyard is easy, it simply represents their destruction. I would say likewise for enchantments. The original spell has not been destroyed, but rather the effect it created.
A land being in the graveyard would be the disruption or destruction of a planeswalker's mana bond with that land. (Though I suppose the actual land being physically destroyed would serve the same ends.)
As to what the graveyard means for a Lightning Bolt? Maybe it represents the mage's ability to cast that spell becoming exhausted. Someone who can cast Lightning Bolt four times clearly knows the spell better than someone who can only cast it once, so maybe when an instant or sorcery is in your graveyard, it represents just not being able to do that again until you rest and clear your head, no matter how much mana you have at your disposal.
So what exactly would you say the graveyard represents? I still don't understand what your saying
Posted from MTGsalvation.com App for Android
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
Flavour-wise, both creature and non-creature spells are 'forgotten' about as soon as they're in the graveyard. In a typical game of vanilla Magic, you're focusing on what's in your hand and on the battlefield; respectively the front of your mind and the duel; while what has been done is at the back of your mind, no longer thought about.
Flashback and rebound spells, I imagine, leave a strong aether trail. Rebound spells naturally recur, while flashback spells must be fuelled with mana to happen again.
Reviving a creature from the graveyard depends on whether you think a dying creature leaves a corpse behind or not. Mana-constructs would, conceivably behave like real creatures including leaving some remains on the battlefield, whether ectoplasmic goop or physical remains. Certain types of mana can 'reactivate' those remains into a creature again, even though it's a new summoning.
As for lands, that's simply snapping another mage's mana bonds. Red and black disrupt the mana bonds; red out of a sense of mischief and black to intentionally depower someone; and green can reestablish mana bonds once broken.
Mind magic can wipe the spells from your mind before you've thought of it (milling), while you're thinking of it (discard), while you're casting it (counterspells) and even after you've thought of it (exiling from graveyard). Blue is obviously the master of this, due to its understanding of the forces of magic. Black, again, does it to disempower its opponent and gain an advantage.
Red and blue both return instants or sorceries, but for different reasons: Red would cast its spells with emotion behind it, leaving a strong aether-trail, while blue would pick up on the aether-trail of any spell. Once you have that trail, it'd be easy to channel mana in the same way. This incidentally, also covers 'Twincast'-style abilities.
Decks:GU Evolver, W Modern Knights
Apprentice of Spell Manipulation
Archester: Frontier of Steam
Thanks, that makes a bit more sense. Still confused but I've got the jist of it.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
In the brothers war... seems Mishra summoned The first dragon engines from phyrexia
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