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  • posted a message on Does Veilstone Amulet question.
    The creature cast will gain the benefit from Veilstone Amulet. The effect from the amulet is alters the rules of the game. I've put in bold the part from rule 611.2c that is important. If Veilstone Amulet said your creatures gain hexproof then the answer warghoul gave would be correct.


    611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.
    Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.
    Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.

    Posted in: Magic Rulings
  • posted a message on Combo Elves (Vizier + Devoted Druid, Curio, and Intruder Alarm)
    Hi Sara,

    There are few combo elves lists running around. If you provided a general list we could probably help out more.

    In most lists you'll need to keep you Heritage Druid safe. In Modern we don't have Birchlore Rangers as a backup and all of the combos rely on the card.

    Burn - This will likely be your worst match-up no matter what build you are in. The upper level players will know to keep back a burn spell for Heritage Druid.

    Merfolk - game 1 is a race, but they don't have much in the way to interact besides vapor snag. It is rare, but also remember Curio can bounce you lands to remove Spreading Seas. Game 2 you bring in as many Chokes as you put in your sideboard.

    Jund - They have Olivia and Night of Soul's Betrayal, but since many builds combo on turn 4-5, usually I see the Jund player tap out for Olivia then get combo-ed out next turn. In this match up remember that you can bounce both Heritage Druid and Dwynen's Elite when you combo for infinite tokens. If the Jund player draws Damnation you are then free to combo again next turn.

    Affinity - Game 1 usually goes to them. It is the way of affinity. But Green is a great color against the artifacts. We get Reclamation Sage as well as Fracturing Gust. Usually, it we have to find out if they draw whip flare before I draw gust. Also, combo elves is nice that it isn't completely blown out by Flare like Company Elves. If we have a Curio out draw into a Visionary and some more elves and your good to go again.

    Posted in: Deck Creation (Modern)
  • posted a message on Infinite Combo Reference (Old Thread)
    I've updated the list with the combos mentioned and the new Saheeli Rai combos.

    Keep them coming.
    Posted in: Modern Archives
  • posted a message on [KLD] - Spoiler Discussion for Modern
    Quote from Be_lakor »
    Same time, both creatures place their ETB triggers on the stack and you may resolve yours first.
    There is no choice in who gets to place their triggers on the stack first. Only ordering within a player's own triggers. For how to resolve multiple triggers from two players: the active player will place all their triggers on the stack first, then the nonactive player. This means the nonactive player's triggers will resolve first.

    It's not a common scenario where order would matter, so is messed up a few times when it happens. The first time I saw it was at a draft where both players had Huntmaster on the battlefield. Then the order of triggers was extremely important.
    603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses
    Posted in: Modern
  • posted a message on [KLD] - Spoiler Discussion for Modern
    Quote from rayo »

    I don't know if that's been pointed out already but the creature other than Emmy you are looking for is Flickerwisp which actually is a decent card on its own (Opponent takes Emmy, we flicker it because that's a trigger not a spell, get it back at EOT). Seems actually like something with some potencial if you ask me. We can do good old Twin Style T3 EOT cast Congregation at Dawn into T4 cast Dubious Challenge.
    What about using Force of Nature or Lord of the Pit style cards? Sure your opponent can take the 8/8 trample, but they'll be taking 8 each turn. Perhaps some Fogs and watch their life total slip?

    Posted in: Modern
  • posted a message on [KLD] - Spoiler Discussion for Modern
    Quote from Dice_Rifel »
    What about Altar of the Brood + Liquimetal Coating + Saheeli Rai?

    Target Saheeli with Liquimetal Coating.
    Use Saheeli's -2 on herself.
    Keep the copy.
    Repeat steps 3 and 4 until your opponent gets decked out.
    It's a nice combo and will go in the infinite combo list when Kaladesh is released, but requires 3 cards and is stopped by Bolt/Abrupt Decay before it can do anything. But it can be protected and please feel free to play with a build. I mean I play combo elves, which is a 4 card combo stopped by any creature removal. So this can work.

    Why does bolt stop it? Since Altar creates a triggered ability, your opponent will have a chance to cast instants before you can activate a planeswalker's abilities.

    Edit: Added text to reflect the post wasn't supposed to say the combo couldn't work. I just wanted to point out that bolt can interrupt the combo, which I think most people miss.
    Posted in: Modern
  • posted a message on Infinite Combo Reference (Old Thread)
    Thank you for the list. It is quite helpful to get all of these primer's linked.

    The reference has been updated =).
    Posted in: Modern Archives
  • posted a message on Infinite Combo Reference (Old Thread)
    Thank you all. I've updated the list and added a few more combos as well.
    Posted in: Modern Archives
  • posted a message on Current Modern Banlist Discussion (4/4/2016 - Eye of Ugin banned, Ancestral Vision/Sword of the Meek unbanned)
    Quote from Tanukimo »
    Will there be a new banlist discussion thread created then?
    In the past when there were no changes they've just kept the old thread going.
    Posted in: Modern Archives
  • posted a message on Word of Seizing sideboard?
    Wow. I did not know this. I didn't know that you couldn't Lightning Bolt your own Planeswalker. I understand that the damage is directed at the controller of the PW and then upon resolving, may go to the Planeswalker. But I definitely did not know the damage redirection was only for opponent's Planeswalkers.
    Yes, it came up recently in a modern GP or SCG open, but I can't find the video. A Jund player tried to bolt his Liliana to pump his goyf for the last point of damage. The judge quickly stopped that.

    Here's the rule that I should've included in the other post
    306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the redirection effect is applied.
    Posted in: Modern
  • posted a message on Word of Seizing sideboard?
    Quote from TappingStones »
    Catch and Release is too hit or miss. They can bolt their Nahiri in response, which isn't the worse for you but Word of Seizing is split second so you can take it and -8 without fear of them somehow removing loyalty.
    They cannot bolt their Nahiri because the damage redirection is only available for opponent's planeswalkers. If your opponent attempts this, kindly thank them for targeting the bolt at themselves.

    Catch's downside vs Word of Seizing is it can be countered and adds another color.
    Posted in: Modern
  • posted a message on [Deck] Pillow Fort Prison- White-X Enchantment Control
    I played Karma in my sideboard in the first iteration. I didn't run any life gain so I always found I was too far behind in life when Karma came up to win on its own. Also, all of my Runed Halo's were usually used for other threats.

    My personal experience is the other wincons for White pillow fort are just better than Karma. But at the same time I don't think my deck was properly tuned to utilize Karma, so it might work with your shell. Good luck with it =).
    Posted in: Deck Creation (Modern)
  • posted a message on So I made 100 green mana. What spell should I spend it on to win?
    Quote from Torpf »

    - Hurricane/Squall Line: Lol no.


    I used Squall Line as win-con in my elves deck before Shaman of the Pack came out in Origins. See deck. Squal Line is non-targeted direct damage in Green.

    This is why ktkenshinx is correct in asking for a decklist. It really depends on what you are working with in your 75.
    Posted in: Modern
  • posted a message on Infinite Combo Reference (Old Thread)
    Thank you all for the additional combos.

    I've added them to the list. Keep them coming.
    Posted in: Modern Archives
  • posted a message on Suppression Field and Kessig Wolf Run
    Question about the following scenarios with Suppression Field and Kessig Wolf Run. In the scenarios one Suppression Field is on the battlefield.

    1. Opponent taps 2GR and Wolf Run and says X = 2. Does the activation go through even though the intent is different?
    2. Instead the opponent taps 2GR and Wolf Run, but doesn't mention the selection for X. Can it be assumed X is 0 at this point?
    3. Is it different if the opponent uses Cackling Witch and taps 2B and doesn't announce X? In this case there is no benefit like trample being added. They are adding +0/+0 to their creature.

    Also, is there a difference with these if they are being judged at Regular vs Competitive?

    I'm unsure, but my guess is the following answers:

    1. This one needs to be rewound as the stated X payment hasn't been reached.
    2. I'm guessing here once we get to damage that X will be zero. No rewinding involved.
    3. This scenario is the same as #2, but added in case the trample somehow made it different. I'm guessing that won't make a difference and it will still be X=0.
    Posted in: Magic Rulings Archives
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