Animate Dead1B
Enchantment - Aura
Enchant creature card in a graveyard
When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
This is one of the most beautiful things I've ever seen.
This allows the spell to have the functionality of targeting a card in the graveyard through the normal process of playing an Aura. Specifically, your opponent will know what the target is exactly at the time you play the spell. None of the other fixes could recreate this intended functionality.
It can only enchant the one creature, so you can't move it elsewhere. So where the Alpha version said "If Animate Dead is removed..." with this version, we know the only way that can happen is when Animate Dead leaves play.
The fact that the sacrifice effect is a delayed triggered ability set up by the CitP, and it refers to the creature it puts into play as "that creature" means it can track that object no matter what. Cleans up every trick I can imagine. If Animate Dead is removed, that creature is getting buried, no doubt about it.
BTW, the way it stops the Problack stuff: The creature card is put into play, Animate Dead tries to attach to it; it fails, and sets up the delayed trigger. The Aura is put into graveyard when SBEs are checked next, then the delayed triggered ability triggers, and it gets the creature to be sacrificed by its controller - which we know is always possible and bypasses regeneration and the other save-me tricks (that aren't blinking or bounce, you know, normal ways to respond to triggers).
... reading above, I guess that means adeyke is wrong. Adeyke, the key is that it doesn't refer to the enchanted creature card or enchanted creature. In that part of the ability, it refers to "That creature", the one it created by putting it into play. It's all one ability, so it knows what creature that is.
sawbladex, it may seem similar to Grafted Wargear, but 413.2h governs Grafted Wargear's effect, whereas it can't apply to Animate Dead. See above.
EDIT: Whoop, no, forgot about Wargear's errata. Yeah, I guess they are the same. The abilities just know what the correct object is, because they are created with its identity plainly obvious (the one that triggered Wargear; the one Animate Dead's ability put into play)
Animate WallW
Enchantment - Aura
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
The functional changes are so small and hopelessly pedantic that even I am embarrassed to point one out...
Clockwork Beast6
Artifact Creature - Beast
Clockwork Beast comes into play with seven +1/+0 counters on it.
At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X,T: Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep.
0/4
This one cleans up the current version. It's much better to say what the ability can't do on the ability, rather than in a separate static ability. It's not clean to have a static ability do that. Plus, you know, the original just didn't want the Beast to gain more than seven counters 'this way' - it spoke of "lost counters."
Oubliette1BB / Tawnos's Coffin
Enchantment
When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature.
When Oubliette leaves play, return the removed card to play under its owner’s control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner’s control attached to that permanent.
Hmm... wording problem there... the 'tapped' should be before "under its owner's control." I still don't like "Note the number and kind of [Foo] used to [Bar]," but that's just how old stuff worked. I hope nothing new will do that.
I liked the phasing solution, because phasing really did look after all this stuff. The only thing was it took Equipment with it, which of course didn't exist.
Wouldn't Animate Wall be best with having "Enchant Wall with defender"?
No, then its own ability would make it fall off due to enchanting an illegal permanent.
EDIT: No it wouldn't, my bad. I thought it actually made the creature lose Defender. (For that matter, why doesn't it?) But it does seem like an unnecessary extra bit of text. The ability simply won't do anything if you somehow put it on a Wall without defender; what's wrong with that?
I honestly believe the most elegant wording for returning Animate Dead to its original point would be to simply make it this:
"Enchant Creature
Animate Dead may Enchant a Creature in a graveyard as if it were in play."
And the rest be normal. I don't believe the Enchant Creature part in this case would prevent that, especially due to the "card text > rules" golden rule.
Private Mod Note
():
Rollback Post to RevisionRollBack
New Rules come out for 1999 6th Edition... "THEY'RE TURNING MAGIC INTO PORTAL! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for 2010 Edition... "THEY'RE TURNING MAGIC INTO YU-GI-OH! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for *Reserved for something in 2020* "THEY'RE TURNING MAGIC INTO *currently "simple" game by the more "skilled" players*! THE GAME IS..." etc.
I honestly believe the most elegant wording for returning Animate Dead to its original point would be to simply make it this:
"Enchant Creature
Animate Dead may Enchant a Creature in a graveyard as if it were in play."
And the rest be normal. I don't believe the Enchant Creature part in this case would prevent that, especially due to the "card text > rules" golden rule.
I like your card design, but I think that would be functionally different. You could use it to give a "live" critter a -1/+0 or kill it using enchantment removal.
I really want to see an updated Animate Dead just like yours someday though.
No, this should be correct. Also the reason it isn't "Wall with Defender" is explained below:
Case Example:
Magical Wall (insert mana cost)
Enchantment - Wall
W: Magical Wall becomes a 0/3 Wall creature with Defender until end of turn.
With animate wall worded the way it is you can play it on this card and it will stick regardless of whether it is a creature
or not at the time. With the other versions (Enchant Wall creature or Enchant wall with Defender) it would fall off whenever it transformed back.
Wordings seems weird?
1) Oubliette and Tawnos' Coffin works exactly like phasing out.
2) Animate Wall: Enchant Wall _Creature_
3) Inelegant wordings for Animate Dead, Clockwork stuff blah blah blah
More, Is it just plain speculation? There is a speculation board around, I believe. (I expect this thread locked or deleted soon)
Yeah, I think the current Oracle wording for Tawnos' Coffin is: ":symtap:Target creature phases out"
I like this change because this way when someone plays these updated cards you don't have to rush to the CompRules to remind yourself exactly how the hell phasing works again.
And it's much simpler than what is actually printed on the card. For a long time in my multiplayer group there was a guy who played Tawnos' Coffin who NO ONE would attack when that card was in play simply because, I think, no one could figure out exactly what would happen if they did
Not that I personally care about M.E. but some ppl will.
You're opinion about MTGO doesn't matter. The important thing is the oracle wording updates which everybody cares about, like it says in the forum topic. These changes restore the functionality of the cards back to their intended printed functionality.
Tawnos's Coffin as printed for example, said the creature and it's enchantments and counters were out of play. Out of play means the removed from game zone. With the current phasing wording, the creature goes to the phased out zone, and brings its equipment with it. The original card never mentioned equipment so why should it bring that along? Yes, the new wording seems clunky with the "Note the number and type." but that's the only way to keep the counters since they all go away in the RFG zone. This wording matches what it originally did.
As for Animate Dead, hooray! It always seemed really lame the way you could dark ritual, putrid imp, chuck Akroma, Angel of Wrath and then Animate Dead her on turn one. Not to mention, the current wording lets you play it, then when it resolves and comes into play, then you choose which creature to get. If all you have is a Counterspell, you'd have to play it before the animate dead comes into play and have no idea what they might grab. It also let you do dumb things like play put creatures into the yard in response to the triggered ability and get one of them. That's not the way it used to work and it is very confusing. I expect Dance of the Dead to receive a similar update, but not Necromancy because that was always a global enchantment that later became an aura.
The purpose of the "Enchant Blah" line is a targeting restriction that must be met at all times as a state based effect, so to me it would be better to still say "Enchant creature card in a graveyard" like the original post says, but have it follow the creature when it comes into play using the "Enchant X" line forgoing any tricky card type change rules text (i.e. keeping the card simple):
Animate Dead 1B
Enchantment - Aura
Enchant creature card in a graveyard or creature that was returned to play by Animate Dead.
When Animate Dead comes into play, return enchanted creature card to play under your control and attach Animate dead to it.
Enchanted creature gets -1/-0.
When Animate Dead leaves play, enchanted creature's controller sacrifices it.
For worldgorger dragon combo using the above wording, it still works:
Play AD targeting dragon in graveyard, dragon cip (aura reattaches itself to the creature as it changes zone), dragon removes AD+other stuff, dragon gets sac'd as AD leaves play. dragon triggers, AD comes back, attach to dragon in graveyard, repeat.
And you can still do mana abilities for lands, after your lands come into play (along with AD targeting dragon) but before the dragon cip trigger resolves, PHEW
Because the update talks of sacrificing the creature, pro black creatures are sort of boned now anyway... in my case AD targets, puts creature into play and attaches itself, then falls off as a state based effect. The aura was in play enchanting the creature so it must be sacrificed as the aura remembers what it was enchanting last.
Please correct me if something is amiss here.
Edit: #mtgjudge says it could be moved to a different creature in the graveyard, and this way was considered (simplicity?), but the proposed change as per the first post is being used instead (better probably because it has zero corner cases instead of one)
The problem is that you can't attach black enchantments to pro: black permanents.
Change bolded above. A card in the graveyard with protection from black in it's text box is still a legal target for black spells, since the protection only applies as long as the card is in play.
They have not yet printed a card to give anything other than creatures and players protection.
Oh? I untap with my Djinn in play? Then I'll cast High Tide 5 times, let the copies resolve, cast Remand 3 times, the first and second targetting the original High Tide, and the third targetting the first Remand. After the stack empties, I'll cast a Turnabout with 1 replicate, and triple-remand again. Net Effect: Draw 4 cards, Islands all produce 4 extra blue, lands untapped. Repeat until I draw Vision Charm and proceed to deck several hundred players.
Change bolded above. A card in the graveyard with protection from black in it's text box is still a legal target for black spells, since the protection only applies as long as the card is in play.
They have not yet printed a card to give anything other than creatures and players protection.
protect anything
Enchantment - Aura
enchant permanent
Enchanted permanent has protection from <foo>
Then you would be right. But you can give lands, enchantments and non-creature artifacts protection with the above mentioned cards.
As for the changes, I think they are all fine. I would have liked the coffin and oubliette to just phase the creature out...MODO knows how to do this. It would make it easier for people who use those cards IRL.
As for the changes, I think they are all fine. I would have liked the coffin and oubliette to just phase the creature out...MODO knows how to do this. It would make it easier for people who use those cards IRL.
Ok, my explanation stands corrected. My correction is still accurate, however.
Oh? I untap with my Djinn in play? Then I'll cast High Tide 5 times, let the copies resolve, cast Remand 3 times, the first and second targetting the original High Tide, and the third targetting the first Remand. After the stack empties, I'll cast a Turnabout with 1 replicate, and triple-remand again. Net Effect: Draw 4 cards, Islands all produce 4 extra blue, lands untapped. Repeat until I draw Vision Charm and proceed to deck several hundred players.
The problem is that you can't attach black enchantments to pro: black stuff.
But the proposed change is worded the same with regards to attaching the aura to the creature as it comes into play:
"Return enchanted creature card to play under your control and attach Animate Dead to it."
My understanding is after the first target is selected (the creature card in the graveyard), the rest of the effect is untargeted and unaffected by pro black. But, the aura will drop off anyway as the state based effects are checked. The game sees a pro black creature with a black aura on it, so the aura is placed in its owner's graveyard.
420.5d An Aura attached to an illegal object or player, or not attached to an object or player, is put into its owner's graveyard.
Although I hope the Baron gains the Vampire type, I don't think it's possible, the original idea was that he could regenerate any vampire but he could not regenerate himself. If it becomes a vampire will be bah-roken in my opinion.
And if it is reworded somehow will suck (pun intended) because the combo with Mephidross Vampire will be lost.
Although I hope the Baron gains the Vampire type, I don't think it's possible, the original idea was that he could regenerate any vampire but he could not regenerate himself. If it becomes a vampire will be bah-roken in my opinion.
And if it is reworded somehow will suck (pun intended) because the combo with Mephidross Vampire will be lost.
I think that Baron WILL be a Vampire, and will be errated to say "other vampires".
"If I do go to heaven, I'll smack god across the face and tell him to get me a grilled-cheeses sandwhich and then say 'Yea what now god!? Say some'in! I dare you!' "
Adeyke is right. Yet goblin king is still powered up now with multiple in play.
Baron Sengir wouldn't even have that problem since it is legendary, so I don't see any reason why he still isn't a vampire.
I like your card design, but I think that would be functionally different. You could use it to give a "live" critter a -1/+0 or kill it using enchantment removal.
I really want to see an updated Animate Dead just like yours someday though.
I actually was thinking about it later and realized I flawed in using "may" haha. Still, would be interesting. Perhaps "must" could replace "may", but I'm sure they've gone over the possibilities in retrospect.
Private Mod Note
():
Rollback Post to RevisionRollBack
New Rules come out for 1999 6th Edition... "THEY'RE TURNING MAGIC INTO PORTAL! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for 2010 Edition... "THEY'RE TURNING MAGIC INTO YU-GI-OH! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for *Reserved for something in 2020* "THEY'RE TURNING MAGIC INTO *currently "simple" game by the more "skilled" players*! THE GAME IS..." etc.
There's been another card with significantly changed wording:
Eater of the Dead 4B
Creature -- Horror
3/4
Untap Eater of the Dead: Remove target creature card in a graveyard from the game
Yes, slip Fire Whip on this and you've got yourself an infinite combo.
There's been another card with significantly changed wording:
Eater of the Dead 4B
Creature -- Horror
3/4
Untap Eater of the Dead: Remove target creature card in a graveyard from the game
Yes, slip Fire Whip on this and you've got yourself an infinite combo.
And the opposite way makes it a graveyard sweeper. I don't understand why they just don't make it:
Untap Eater of the Dead, remove target creature card in a graveyard from the game: Nothing happens.
Enchantment - Aura
Enchant creature card in a graveyard
When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
This is one of the most beautiful things I've ever seen.
This allows the spell to have the functionality of targeting a card in the graveyard through the normal process of playing an Aura. Specifically, your opponent will know what the target is exactly at the time you play the spell. None of the other fixes could recreate this intended functionality.
It can only enchant the one creature, so you can't move it elsewhere. So where the Alpha version said "If Animate Dead is removed..." with this version, we know the only way that can happen is when Animate Dead leaves play.
The fact that the sacrifice effect is a delayed triggered ability set up by the CitP, and it refers to the creature it puts into play as "that creature" means it can track that object no matter what. Cleans up every trick I can imagine. If Animate Dead is removed, that creature is getting buried, no doubt about it.
BTW, the way it stops the Problack stuff: The creature card is put into play, Animate Dead tries to attach to it; it fails, and sets up the delayed trigger. The Aura is put into graveyard when SBEs are checked next, then the delayed triggered ability triggers, and it gets the creature to be sacrificed by its controller - which we know is always possible and bypasses regeneration and the other save-me tricks (that aren't blinking or bounce, you know, normal ways to respond to triggers).
... reading above, I guess that means adeyke is wrong. Adeyke, the key is that it doesn't refer to the enchanted creature card or enchanted creature. In that part of the ability, it refers to "That creature", the one it created by putting it into play. It's all one ability, so it knows what creature that is.
sawbladex, it may seem similar to Grafted Wargear, but 413.2h governs Grafted Wargear's effect, whereas it can't apply to Animate Dead. See above.
EDIT: Whoop, no, forgot about Wargear's errata. Yeah, I guess they are the same. The abilities just know what the correct object is, because they are created with its identity plainly obvious (the one that triggered Wargear; the one Animate Dead's ability put into play)
Animate Wall W
Enchantment - Aura
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
The functional changes are so small and hopelessly pedantic that even I am embarrassed to point one out...
Clockwork Beast 6
Artifact Creature - Beast
Clockwork Beast comes into play with seven +1/+0 counters on it.
At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it.
X,T: Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep.
0/4
This one cleans up the current version. It's much better to say what the ability can't do on the ability, rather than in a separate static ability. It's not clean to have a static ability do that. Plus, you know, the original just didn't want the Beast to gain more than seven counters 'this way' - it spoke of "lost counters."
Oubliette 1BB / Tawnos's Coffin
Enchantment
When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature.
When Oubliette leaves play, return the removed card to play under its owner’s control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner’s control attached to that permanent.
Hmm... wording problem there... the 'tapped' should be before "under its owner's control." I still don't like "Note the number and kind of [Foo] used to [Bar]," but that's just how old stuff worked. I hope nothing new will do that.
I liked the phasing solution, because phasing really did look after all this stuff. The only thing was it took Equipment with it, which of course didn't exist.
Awesome avatar provided by Krashbot @ [Epic Graphics].
Adun Oakenshield > Human or Dwarf Knight?
Angry Mob > Human ....?
Apprentice Wizard > Human Wizard
Argivian Archaeologist > Human ....?
Autumn Willow > Avatar or Elemental?
Balduvian Horde > Human Barbarian
Ball Lightning > Elemental?
Baron Sengir > Vampire
Benalish Hero > Human Soldier
Black Knight > Human Knight
Brothers of Fire> Human ...?
Carnivorous Plant > Plant Wall
Centaur Archer > Centaur Archer (duh!)
Clockwork Beast > Beast
Cuombajj Witches > Human Wizard
Dakkon Blackblade > Human Warrior (Smith)
Death Speakers > Human Shaman?
Dragon Engine > Dragon
Eater of the Dead > Demon
Erg Raiders > Human Nomad (or Rogue)
Tortoise > Turtle?
Hyalopterous Lemure > [url=http://www.wizards.com/default.asp?x=mtgcom/arcana/340[/url]Spirit?[/url]
Icatian Lieutenant > Human Soldier
Illusionary Wall > Illusion Wall
Jacques le Vert > Elf Warrior
Keldon Warlord > Human Warrior
Khabal Ghoul > Zombie
Knights of Thorn > Human Knight
Lord of Tresserhorn > Zombie
Marton Stromgald> Human Soldier
Onulet > Construct
Order of Leitbur > Human Cleric
Order of the Ebon Hand > Human? Cleric
Phantom Monster > Illusion
Phelddagrif > Hippo?
Phyrexian War Beast > Beast
Preacher > Human Cleric
Rabid Wombat > ?
Righteous Avengers > Human Soldier (there's your plainswalker)
Shambling Strider > Yeti
Spinal Villain > Horror
Su-Chi > ?
The Fallen > Zombie
Varchild's War-Riders > Human Knight
Vesuvan Doppelganger > Shapeshifter
Vodalian Knights > Merfolk Knight
Yavimaya Ants > Insect
No, then its own ability would make it fall off due to enchanting an illegal permanent.
EDIT: No it wouldn't, my bad. I thought it actually made the creature lose Defender. (For that matter, why doesn't it?) But it does seem like an unnecessary extra bit of text. The ability simply won't do anything if you somehow put it on a Wall without defender; what's wrong with that?
"Enchant Creature
Animate Dead may Enchant a Creature in a graveyard as if it were in play."
And the rest be normal. I don't believe the Enchant Creature part in this case would prevent that, especially due to the "card text > rules" golden rule.
I like your card design, but I think that would be functionally different. You could use it to give a "live" critter a -1/+0 or kill it using enchantment removal.
I really want to see an updated Animate Dead just like yours someday though.
No, this should be correct. Also the reason it isn't "Wall with Defender" is explained below:
Case Example:
Magical Wall (insert mana cost)
Enchantment - Wall
W: Magical Wall becomes a 0/3 Wall creature with Defender until end of turn.
With animate wall worded the way it is you can play it on this card and it will stick regardless of whether it is a creature
or not at the time. With the other versions (Enchant Wall creature or Enchant wall with Defender) it would fall off whenever it transformed back.
Yeah, I think the current Oracle wording for Tawnos' Coffin is: ":symtap:Target creature phases out"
I like this change because this way when someone plays these updated cards you don't have to rush to the CompRules to remind yourself exactly how the hell phasing works again.
And it's much simpler than what is actually printed on the card. For a long time in my multiplayer group there was a guy who played Tawnos' Coffin who NO ONE would attack when that card was in play simply because, I think, no one could figure out exactly what would happen if they did
ok i admit i haven't exactly been following all of the masters stuff as i don't care unless they print it on paper
but where do you the info to flat out say no to the duals?
You're opinion about MTGO doesn't matter. The important thing is the oracle wording updates which everybody cares about, like it says in the forum topic. These changes restore the functionality of the cards back to their intended printed functionality.
Tawnos's Coffin as printed for example, said the creature and it's enchantments and counters were out of play. Out of play means the removed from game zone. With the current phasing wording, the creature goes to the phased out zone, and brings its equipment with it. The original card never mentioned equipment so why should it bring that along? Yes, the new wording seems clunky with the "Note the number and type." but that's the only way to keep the counters since they all go away in the RFG zone. This wording matches what it originally did.
As for Animate Dead, hooray! It always seemed really lame the way you could dark ritual, putrid imp, chuck Akroma, Angel of Wrath and then Animate Dead her on turn one. Not to mention, the current wording lets you play it, then when it resolves and comes into play, then you choose which creature to get. If all you have is a Counterspell, you'd have to play it before the animate dead comes into play and have no idea what they might grab. It also let you do dumb things like play put creatures into the yard in response to the triggered ability and get one of them. That's not the way it used to work and it is very confusing. I expect Dance of the Dead to receive a similar update, but not Necromancy because that was always a global enchantment that later became an aura.
Butcher of Words.
Made by Spiderboy4
Animate Dead 1B
Enchantment - Aura
Enchant creature card in a graveyard or creature that was returned to play by Animate Dead.
When Animate Dead comes into play, return enchanted creature card to play under your control and attach Animate dead to it.
Enchanted creature gets -1/-0.
When Animate Dead leaves play, enchanted creature's controller sacrifices it.
For worldgorger dragon combo using the above wording, it still works:
Play AD targeting dragon in graveyard, dragon cip (aura reattaches itself to the creature as it changes zone), dragon removes AD+other stuff, dragon gets sac'd as AD leaves play. dragon triggers, AD comes back, attach to dragon in graveyard, repeat.
And you can still do mana abilities for lands, after your lands come into play (along with AD targeting dragon) but before the dragon cip trigger resolves, PHEW
Because the update talks of sacrificing the creature, pro black creatures are sort of boned now anyway... in my case AD targets, puts creature into play and attaches itself, then falls off as a state based effect. The aura was in play enchanting the creature so it must be sacrificed as the aura remembers what it was enchanting last.
Please correct me if something is amiss here.
Edit: #mtgjudge says it could be moved to a different creature in the graveyard, and this way was considered (simplicity?), but the proposed change as per the first post is being used instead (better probably because it has zero corner cases instead of one)
Butcher of Words.
Made by Spiderboy4
Change bolded above. A card in the graveyard with protection from black in it's text box is still a legal target for black spells, since the protection only applies as long as the card is in play.
They have not yet printed a card to give anything other than creatures and players protection.
Devoted Caretaker and Eight-and-a-half-Tails would like a work with you behind the Razor Barrier after school. Now if you are talking about a card like
protect anything
Enchantment - Aura
enchant permanent
Enchanted permanent has protection from <foo>
Then you would be right. But you can give lands, enchantments and non-creature artifacts protection with the above mentioned cards.
As for the changes, I think they are all fine. I would have liked the coffin and oubliette to just phase the creature out...MODO knows how to do this. It would make it easier for people who use those cards IRL.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
convert bulk into good cards? PucaTrade - https://pucatrade.com/invite/gift/21195
Ebay - decks/Promos/DVDs
Trade thread (constantly updated)
http://www.mtgsalvation.com/trading-post/details/337-pokerbob1s-casual-trading-emporium
Ok, my explanation stands corrected. My correction is still accurate, however.
But the proposed change is worded the same with regards to attaching the aura to the creature as it comes into play:
"Return enchanted creature card to play under your control and attach Animate Dead to it."
My understanding is after the first target is selected (the creature card in the graveyard), the rest of the effect is untargeted and unaffected by pro black. But, the aura will drop off anyway as the state based effects are checked. The game sees a pro black creature with a black aura on it, so the aura is placed in its owner's graveyard.
420.5d An Aura attached to an illegal object or player, or not attached to an object or player, is put into its owner's graveyard.
Although I hope the Baron gains the Vampire type, I don't think it's possible, the original idea was that he could regenerate any vampire but he could not regenerate himself. If it becomes a vampire will be bah-roken in my opinion.
And if it is reworded somehow will suck (pun intended) because the combo with Mephidross Vampire will be lost.
I think that Baron WILL be a Vampire, and will be errated to say "other vampires".
Because, you know, Baron IS a vampire.
MTG Rules Advisor
Winner of Weekly Contest Week 39.
Baron Sengir wouldn't even have that problem since it is legendary, so I don't see any reason why he still isn't a vampire.
I actually was thinking about it later and realized I flawed in using "may" haha. Still, would be interesting. Perhaps "must" could replace "may", but I'm sure they've gone over the possibilities in retrospect.
Eater of the Dead
4B
Creature -- Horror
3/4
Untap Eater of the Dead: Remove target creature card in a graveyard from the game
Yes, slip Fire Whip on this and you've got yourself an infinite combo.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Butcher of Words.
Made by Spiderboy4
And the opposite way makes it a graveyard sweeper. I don't understand why they just don't make it:
Untap Eater of the Dead, remove target creature card in a graveyard from the game: Nothing happens.
It's okay a graveyard sweeper if you have some way to tap it.
You can only untap him if he is tapped.
Butcher of Words.
Made by Spiderboy4
Remove target creature card in a graveyard from the game: Untap Eater of the Dead
UBB Rogues
UUB Faeries
RW Seismic Swans
RRR Control