Two. Both enter the battlefield at the same time. Evolve sees two creatures have entered the battlefield, and both have greater stats than 2/2. You will get two triggers and two resolutions.
I have a 2/2 with evolve on the battlefield. I play Centaur's Accord. Does my creature with evolve get one counter, or two?
I'm going to say that it triggers twice.
Stack is empty.
You have 2/2 Evolve Dude in play.
You cast Coursers' Accord, and it resolves.
2x 3/3 Centaurs enter the battlefield.
Evolve dude triggers 2 times. The reasoning I say it works this way is because at the time the trigger goes onto the stack, and as far as I know Evolve IS a triggered ability, both Centaurs are bigger then evolve dude. So it triggers twice. Nothing in the keyword mechanics says that it won't trigger twice. Now, if it puts +1/+1 counter for each trigger, That's a different question.
I would hazard a guess to say that it does put both counters on the evolve dude. Nothing in the explanation of the Keyword says that you can't make an evolve dude bigger then a creature entering the battlefield. Here is the wording of Evolve from the currently spoiled card:
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness then this creature, put a +1/+1 counter on this creature)
From my take on it, it's pretty simple. You get a 2/2 Evolve Dude, with 2 triggers on the stack. So you get 2 +1/+1 counters.
Does it work the same way with say, Angel of Glory's Rise and Huntmaster/Izzet Staticaster?
Do you get a +1/+1 counter for each huntmaster, wolf, and staticaster all at once?
Again, I'm going to say; Yes, you get a trigger for every creature entering the battlefield that has Power or Toughness creature then your Evolve Dude.
What I am not sure of is if Evolve Dude ETB at the same time as the rest if it triggers.
I have a 2/2 with evolve on the battlefield. I play Centaur's Accord. Does my creature with evolve get one counter, or two?
Sadly you only get one, the reason being that first you put down a 3/3 token (which triggers the evolve) and then (read the card) you populate which would not trigger since you first put down a 3/3 before you populate.
Sadly you only get one, the reason being that first you put down a 3/3 token (which triggers the evolve) and then (read the card) you populate which would not trigger since you first put down a 3/3 before you populate.
Sorry to disappoint you, not trying to be rude, but you are wrong.
The trigger for Evolve doesn't go on the stack until you have finished resolving Coursers' Accord. Part of resolving Accord is populating a token creature on the battlefield, the card doesn't go to the graveyard until the populate mechanic has resolved. Once the spell has completely resolved, any other triggers that are triggered off of the two creatures entering the battlefield go on the stack.
That's like trying to Ultimate Price the centaur token before the populate mechanic goes off. It just doesn't work.
You get two triggers, but only one counter. During the resolution of Courser's Accord, you put a 3/3 Centaur token on the battlefield, triggering your 2/2's Evolve. You then populate the token, triggering Evolve again. Courser's Accord finished resolving and goes to the graveyard. Both Evolve triggers go on the stack in any order. The first trigger resolves, putting a +1/+1 counter on the Evolve creature, making it a 3/3. The second trigger does nothing as the Evolve creature no longer has less power or toughness than the Centaurs. Evolve has an intervening if clause, meaning it checks on trigger and on resolution for the trigger condition to be true. I anticipate many a Giant Growth ruining days.
You get two triggers, but only one counter. During the resolution of Courser's Accord, you put a 3/3 Centaur token on the battlefield, triggering your 2/2's Evolve. You then populate the token, triggering Evolve again. Courser's Accord finished resolving and goes to the graveyard. Both Evolve triggers go on the stack in any order. The first trigger resolves, putting a +1/+1 counter on the Evolve creature, making it a 3/3. The second trigger does nothing as the Evolve creature no longer has less power or toughness than the Centaurs. Evolve has an intervening if clause, meaning it checks on trigger and on resolution for the trigger condition to be true. I anticipate many a Giant Growth ruining days.
Okay, I have seen this "intervening if clause" used several times. Can you please link to the rules that mention said clause?
It says put a creature into play, and then populate. You wouldn't be able to populate the 3/3 if they both came into the battlefield at the same time. Now I am no rules expert, but I believe you would only be able to get one counter off of this.
That's no different, other than the creatures being 4/4 instead of 3/3.
The 2/2 with Evolve will be a 3/3 after Courser's Accord. This is because of the intervening if clause on Evolve. You will get 2 Evolve triggers. The first will resolve and put a +1/+1 counter on the 2/2. The second then resolves and, seeing that the creature entering the battlefield does not have greater power or toughness than the Evolve creature, will essentially do nothing.
No matter how many triggers are put on the stack, evolve have an "intervening if clause" , wich make the ability to be checked upon the trigger and resolution. Your 2/2 creature will become 3/3, because when the second trigger resolve it's power will be the same as the second token, not lower.
5/1/2009: Sigil Captain's ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless the creature that enters the battlefield under your control is 1/1, and (2) the ability will do nothing unless that creature is still 1/1 at the time the ability resolves.
So the ability will do nothing if the creature power or thoughness is no longer lower than the one of the crature that triggered the ability
You get two triggers, but only one counter. During the resolution of Courser's Accord, you put a 3/3 Centaur token on the battlefield, triggering your 2/2's Evolve. You then populate the token, triggering Evolve again. Courser's Accord finished resolving and goes to the graveyard. Both Evolve triggers go on the stack in any order. The first trigger resolves, putting a +1/+1 counter on the Evolve creature, making it a 3/3. The second trigger does nothing as the Evolve creature no longer has less power or toughness than the Centaurs. Evolve has an intervening if clause, meaning it checks on trigger and on resolution for the trigger condition to be true. I anticipate many a Giant Growth ruining days.
Thanks for the explanation. This is what I thought happened, but I wasn't quite sure. Thank you
You get two triggers, but only one counter. During the resolution of Courser's Accord, you put a 3/3 Centaur token on the battlefield, triggering your 2/2's Evolve. You then populate the token, triggering Evolve again. Courser's Accord finished resolving and goes to the graveyard. Both Evolve triggers go on the stack in any order. The first trigger resolves, putting a +1/+1 counter on the Evolve creature, making it a 3/3. The second trigger does nothing as the Evolve creature no longer has less power or toughness than the Centaurs. Evolve has an intervening if clause, meaning it checks on trigger and on resolution for the trigger condition to be true. I anticipate many a Giant Growth ruining days.
^ This is the correct answer.
Unlike other triggers, which only check on triggering, Intervening If triggers are checked on triggering and on resolution.
It says put a creature into play, and then populate. You wouldn't be able to populate the 3/3 if they both came into the battlefield at the same time. Now I am no rules expert, but I believe you would only be able to get one counter off of this.
the right answer is that there are two triggers 1 counter because of the intervening if clause. But the evolve creature sees the effect as the two creatures entering simultaneously, more or less. It's ability goes on the stack before the populate happens but the spell is done yet so the populate happens before the ability resolves, causing another ability to go on the stack, which is the same result that would happen if the tokens entered simultaneously: 2 triggers 1 counter (because of the intervening if clause)
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If you have a creature with Graft in play (say, Vigean Hydropon) and play Centaur's Accord, do you get your 2/2 Evolve creature (lets call it Experiment One, which has already evolved once due to the hydropon) up to a 4/4?
The way I see it, you get two triggers for Evolve, and two for Graft. Stack the triggers like this: Evolve2, Graft2, Evolve1, Graft1. (1 and 2 refer to centaur tokens 1 and 2)
You can choose not to use Graft1, (it doesn't matter as far as I can see), and Evolve1 then evolves Experiment One into a 3/3.
Then you resolve Graft2, shifting a +1/+1 counter onto the second centaur token. It is now a 4/4, so Evolve2 triggers and Experiment One becomes a 4/4.
You end up with a 4/4 evolver, a 3/3 Centaur and a 4/4 Centaur.
Then you play Armada Wurm and the whole debacle starts all over again (if you still have counters on the Vigean Hydropon (6/6 Evolver, 6/6 Wurm, 5/5 Wurm, 4/4 Centaur, 3/3 Centaur.
Is this correct?
EDIT: If so, it seems that they really have designed evolve to work well with the old Simic mechanic.
Then you resolve Graft2, shifting a +1/+1 counter onto the second centaur token. It is now a 4/4, so Evolve2 triggers and Experiment One becomes a 4/4.
The phrasing here is incorrect (Evolve does not 'trigger' when that Graft trigger resolves) but you're right. The Evolve triggers twice on the two centaurs, and because the condition is still true on resolution (thanks to the Graft ability) it will give the Experiment another counter.
By the way, you could stack it so one of the Graft triggers added a counter to Experiment One, and still get both Evolve triggers (so you'd have a 5/5 evolver, a 3/3 centaur and a 4/4 centaur).
I played a deck for awhile that was running about 4 different funky enter the battlefield trigger combos, so I know my **** when it comes to enter triggers. First of all, the guy who mentioned that the centaurs enter at different times is right, but even if they were to enter at the same time, the triggers go on the stack separetely, and you, the controller choose the order in which they resolve. The creatures enter at the same time, but the triggers resolve separately, so your creature only gets 1 counter. As those two abilities resolve, not as they go on the stack, they check the p/t of the evolve creature, and the entering creature
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That's right. The tokens are 2/2, so the first will be larger when the evolve creature is 0/1 and the second will also be larger when the evolve creature is 1/2.
This isnt that hard. Each evolve creature will trigger twice, and if you stack your triggers correctly they will each get 2 counters a piece. How? Because of the "if" clause, as long as the creature has greater power or toughness upon resolution it will grow. The best way to stack it would be in sequence; shark, fluxmage, krasis, shark, fluxmage, krasis.
EDIT: Shark becomes 3/2, because fluxmage and krasis are "bigger, then fluxmage becomes 2/3, because shark and krasis are bigger, then krasis becomes 1/5 because of shark and fluxmage. Rinse and repeat and you end up with 4/3 shark, 3/4 fluxmage and 2/6 krasis. Math = fun
That isn't right. Because Evolve is written with an "intervening if" clause, the trigger condition is checked both at the time it would trigger and at the time it would resolve. If the condition is false at the time it would trigger, it doesn't trigger at all. If the condition is false at the time it would resolve, it does nothing.
You can't sneak in a Giant Growth, etc. on a creature that entered too small to trigger Evolve, because the time the ability would have triggered has already passed.
Let's say I have a 2/2 evolve dude and play a 1/1 creature.
Is it possible to giant growth the 1/1 creature while the evolve trigger is on the stack to recieve a +1/+1 counter on the evolve creature?
I understand the evolve mechanic as if the trigger always goes off, no matter the size of the played creature, and the size-check is only on resolving the effect.
I think evolve is the coolest mechanic to come along for some time. Lots of shenanigans will be possible, many of which people haven't yet thought of.
It would be neat to have an instant that could evolve some or all of your creatures.
Or perhaps have something like a ["Transient Wall of Mist" 2UG Defender 0/10. Flash. Exile ~ at the start of the next end phase.] That would be useful beyond just evolving your creatures.
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Do you get a +1/+1 counter for each huntmaster, wolf, and staticaster all at once?
I'm going to say that it triggers twice.
Stack is empty.
You have 2/2 Evolve Dude in play.
You cast Coursers' Accord, and it resolves.
2x 3/3 Centaurs enter the battlefield.
Evolve dude triggers 2 times. The reasoning I say it works this way is because at the time the trigger goes onto the stack, and as far as I know Evolve IS a triggered ability, both Centaurs are bigger then evolve dude. So it triggers twice. Nothing in the keyword mechanics says that it won't trigger twice. Now, if it puts +1/+1 counter for each trigger, That's a different question.
I would hazard a guess to say that it does put both counters on the evolve dude. Nothing in the explanation of the Keyword says that you can't make an evolve dude bigger then a creature entering the battlefield. Here is the wording of Evolve from the currently spoiled card:
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness then this creature, put a +1/+1 counter on this creature)
From my take on it, it's pretty simple. You get a 2/2 Evolve Dude, with 2 triggers on the stack. So you get 2 +1/+1 counters.
Again, I'm going to say; Yes, you get a trigger for every creature entering the battlefield that has Power or Toughness creature then your Evolve Dude.
What I am not sure of is if Evolve Dude ETB at the same time as the rest if it triggers.
Sadly you only get one, the reason being that first you put down a 3/3 token (which triggers the evolve) and then (read the card) you populate which would not trigger since you first put down a 3/3 before you populate.
Sorry to disappoint you, not trying to be rude, but you are wrong.
The trigger for Evolve doesn't go on the stack until you have finished resolving Coursers' Accord. Part of resolving Accord is populating a token creature on the battlefield, the card doesn't go to the graveyard until the populate mechanic has resolved. Once the spell has completely resolved, any other triggers that are triggered off of the two creatures entering the battlefield go on the stack.
That's like trying to Ultimate Price the centaur token before the populate mechanic goes off. It just doesn't work.
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Okay, I have seen this "intervening if clause" used several times. Can you please link to the rules that mention said clause?
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That's no different, other than the creatures being 4/4 instead of 3/3.
The 2/2 with Evolve will be a 3/3 after Courser's Accord. This is because of the intervening if clause on Evolve. You will get 2 Evolve triggers. The first will resolve and put a +1/+1 counter on the 2/2. The second then resolves and, seeing that the creature entering the battlefield does not have greater power or toughness than the Evolve creature, will essentially do nothing.
603.4 of the Comprehensive Rules.
It's the same situation as with Sigil Captain
So the ability will do nothing if the creature power or thoughness is no longer lower than the one of the crature that triggered the ability
Thanks for the explanation. This is what I thought happened, but I wasn't quite sure. Thank you
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^ This is the correct answer.
Unlike other triggers, which only check on triggering, Intervening If triggers are checked on triggering and on resolution.
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the right answer is that there are two triggers 1 counter because of the intervening if clause. But the evolve creature sees the effect as the two creatures entering simultaneously, more or less. It's ability goes on the stack before the populate happens but the spell is done yet so the populate happens before the ability resolves, causing another ability to go on the stack, which is the same result that would happen if the tokens entered simultaneously: 2 triggers 1 counter (because of the intervening if clause)
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The way I see it, you get two triggers for Evolve, and two for Graft. Stack the triggers like this: Evolve2, Graft2, Evolve1, Graft1. (1 and 2 refer to centaur tokens 1 and 2)
You can choose not to use Graft1, (it doesn't matter as far as I can see), and Evolve1 then evolves Experiment One into a 3/3.
Then you resolve Graft2, shifting a +1/+1 counter onto the second centaur token. It is now a 4/4, so Evolve2 triggers and Experiment One becomes a 4/4.
You end up with a 4/4 evolver, a 3/3 Centaur and a 4/4 Centaur.
Then you play Armada Wurm and the whole debacle starts all over again (if you still have counters on the Vigean Hydropon (6/6 Evolver, 6/6 Wurm, 5/5 Wurm, 4/4 Centaur, 3/3 Centaur.
Is this correct?
EDIT: If so, it seems that they really have designed evolve to work well with the old Simic mechanic.
The phrasing here is incorrect (Evolve does not 'trigger' when that Graft trigger resolves) but you're right. The Evolve triggers twice on the two centaurs, and because the condition is still true on resolution (thanks to the Graft ability) it will give the Experiment another counter.
By the way, you could stack it so one of the Graft triggers added a counter to Experiment One, and still get both Evolve triggers (so you'd have a 5/5 evolver, a 3/3 centaur and a 4/4 centaur).
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UR Melek
BG Glissa
WR Aurelia
GU Kraj
BRU Nicol Bolas
RGB Prossh
BGW Ghave
GUB Mimeoplasm
WUBRG Sliver Overlord
GWU Treva, the Renewer
EDH Spike:
U Azami, Lady of Scrolls
Trades
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
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This isnt that hard. Each evolve creature will trigger twice, and if you stack your triggers correctly they will each get 2 counters a piece. How? Because of the "if" clause, as long as the creature has greater power or toughness upon resolution it will grow. The best way to stack it would be in sequence; shark, fluxmage, krasis, shark, fluxmage, krasis.
EDIT: Shark becomes 3/2, because fluxmage and krasis are "bigger, then fluxmage becomes 2/3, because shark and krasis are bigger, then krasis becomes 1/5 because of shark and fluxmage. Rinse and repeat and you end up with 4/3 shark, 3/4 fluxmage and 2/6 krasis. Math = fun
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You can't sneak in a Giant Growth, etc. on a creature that entered too small to trigger Evolve, because the time the ability would have triggered has already passed.
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The mechanic is really well explain here
It would be neat to have an instant that could evolve some or all of your creatures.
Or perhaps have something like a ["Transient Wall of Mist" 2UG Defender 0/10. Flash. Exile ~ at the start of the next end phase.] That would be useful beyond just evolving your creatures.