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  • posted a message on Monstrous and Clone
    No to both. Those things are not copiable.
    Posted in: Magic Rulings Archives
  • posted a message on nature's claim & chromatic star
    You won't gain life, for the reason you stated. Nature's Claim will be countered on resolution because its only target is not legal, so none of its effects happen.
    Posted in: Magic Rulings Archives
  • posted a message on Quick plane chase one
    Yes, you can cast Corrupted Conscience here.

    901.8. Planechase games have an inherent triggered ability known as the "planeswalking ability." The full text of this ability is "Whenever you roll {PW}, planeswalk." (See rule 701.21, "Planeswalk.") This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 112.8.

    Rolling Planeswalke on the die puts this triggered ability on the stack; the current plane changes only when this ability resolves. As you can cast Corrupted Conscience as though it had flash, you can cast it in response to this trigger.
    Posted in: Magic Rulings Archives
  • posted a message on Mirror works
    1. Lightning Greaves, like any other equipment, can only equip one creature at a time. The equipped Colossus has haste, the other doesn't. There's no way to attack with both Colossus this turn if you have only one Greaves.


    2. Yes, you can 'return' and artifact token to your hand to activate Master Transmuter's ability.
    The token will cease to exist shortly after going to your hand.
    Posted in: Magic Rulings Archives
  • posted a message on Savage summoning question
    There is no "delayed trigger" here. A delayed trigger would say "when", "whenever" or "at" somewhere on its text; there is none on Savage Summoning.

    603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain "when," "whenever," or "at," although that word won't usually begin the ability.

    The next creature spell simply have the Savage Summoning protective effect, automatically, since the moment that player start to cast it (after all, it needs to gain Flash at this moment, not later). No trigger to Stifle here.
    Posted in: Magic Rulings Archives
  • posted a message on Mirror works
    Quote from Darksteelgod
    Hello forum gurus, I have a couple of quick questions:

    - I have on my side of the field mirrorworks , and I play darksteel citadel , can I pay 2 and clone the land?

    Yes. Citadel is an artifact and is not a token, and is entering the battlefield.

    - is indestructible immune to board wipes? If I have the darksteel citadel and I play armageddon , is my citadel still there?

    Indestructible is immune to anything that says "destroy", including Armageddon. Citadel would stay on the battlefield.
    Posted in: Magic Rulings Archives
  • posted a message on Stifle and Different "Mana Abilities"
    Quote from Calculoso
    Thanks folks. I wonder if this was planned when Heritage Druid was written - i.e. conveniently does NOT say "tap 3 target untapped elves you control: add GGG to your mana pool"

    They knew what they were doing, yes. Also, costs never, ever, target.

    Can anyone explain (or attempt to explain) the rationale in the targeting logic? I can understand the planeswalker loyalty rule, but the targeting rule seems a bit strange to me. Why can those with targets be responded to? I know normally the "target can be illegal on resolution" of a spell or ability which may cause that spell to "fizzle" as people say. Why could the target not be immediately checked and resolved?


    Because the only reason to target something is to have interaction, and this interaction includes responding. Everything that targets something uses the stack so other players can react to it.
    If they didn't want interaction, Deathrite Shaman's ability would say "exile a land card in a graveyard", without targeting it, and therefore be a mana ability.

    May not be explained in rules as this is more of a "spirit of the rule" argument I think.

    Pretty much this.
    Posted in: Magic Rulings Archives
  • posted a message on [[SCD]] Master of Waves
    Quote from wtwlf123
    But no matter how you slice it, Theros was a great cube set, and is one of the largest represented sets by card quantity in the cube (and it'll likely stay up there for a very long time).

    For reference, Theros gave us: Firedrinker, Soldier of the Pantheon, Tormented Hero, Downfall, Spear of Heliod, Lightning Strike, Caryatid, Steam Augury, Xenagos, Elspeth 3. 10 cards most cubes would want.
    Then you have stuff lik Thassa, Polukranos, Boon Satyr, Omenspeaker, Purphoros, Hammer of Purphoros, Whip of Erebos, and others that are seeing play in some lists.


    Zulo is right that Theros's new mechanics aren't good for cube - and really, there's very few bestow/heroic/monstrosity cards good enough, and none of those are going to impact the cube as themes. But how many RTR/GTC guild keywords actually show up more than once in cubes? Only unleash, bloodrush, and overload as far as I can tell.

    The set itself has enough good cards, and that was clear from the start (most of the 10 I listed were clear inclusions from day one, which is a very good number for any set). It wasn't a "disappointing" set a month ago either.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Barrage and Act of Treason
    Sure, you can do that.

    You can sacrifice any creature you control for Barrage, even one you don't own. It will go to its owner's graveyard, as you said.
    Posted in: Magic Rulings Archives
  • posted a message on Fuse spell Coping
    Quote from Rinin
    Ok, so a little clarification would be nice.
    I was playing some EDH with my buddy and this is what happened

    I had an echo mage on board with swift run boots and leveled to level 5

    I tap six mana to cast both halves of toil and trouble.


    Hint: Toil // Trouble - that's how you autocard split cards.

    I tapped UU to copy both halves (since it was fused) twice with echo mage (can you copy both halves?)


    Echo Mage can copy spells, not "halves". A fused Toil // Trouble is a single spell, so the copies will also be Toil // Trouble ("fused").

    That's were things got tricky. He had four cards in hand and didn't want to do the math. So he drew his six cards and took six life. Then took triple the damage of his hand size ( 10=30). We just went with it and keep playing for simplicity's sake.

    Reflecting on it. I believe the fused spell would go on the stack, then echo mage ability, then the two copies which would resolve one by one. So he would draw two cards lose two life then take six damage. Then draw two cards, lose two life and take 8 damage, then draw two cards lose two life then take ten damage. Totaling 30 damage instead of 36.

    Does anyone know the proper way this should have happened?


    This is the proper way (except loss of life is not damage)
    Each copy resolves separately, then the original spell resolves last. So yes, he draws 2 cards, loses 2 life, takes 6 damage; then draws +2 cards, loses +2 life, takes +8 damage; finally draws +2 cards, loses +2 life, takes +10 damage.
    Cards drawn: six
    Damage: 24
    Total Life Lost: 30 (24 damage, 6 direct life loss)
    Posted in: Magic Rulings Archives
  • posted a message on Blood Scrivener - 2 or 3 cards?
    The ruling you quote is when something else (not Blood Scrivener itself) instructs you to draw two cards.

    Let's say the only card in your hand is Divination, and you have a Blood Scrivener on the battlefield. You cast the spell; so you are to draw two cards while you has no card in hand. So you end up drawing three cards and losing one life when Divination resolves.
    Posted in: Magic Rulings Archives
  • posted a message on otherworld atlas
    No. Each Otherworld Atlas is a separated permanent. They don't count each other's counters or anything like that.

    The second ability does not mean "Each player draws a card for each charge counter on all permanents named Otherworld Atlas on the battlefield". It means "each player draws a card for each charge counter on this specific Otherworld Atlas whose ability you activated". In the same way, the first ability put a counter only on that specific Atlas, not on the other.

    So (assuming you start with no counters on both Atlas), when you tap Atlas #1 to activate its first ability, you put a counter on Atlas #1, while Atlas #2 remains with no counter. Then you tap Atlas #2 for the second ability, no player will draw any cards because Atlas #2 has no counters.
    Posted in: Magic Rulings Archives
  • posted a message on Lock up my topic is very rude.
    Quote from Altima
    I do not do anything wrong. I read the forum rule. Nothing say that i cannot complain about Hasbro. I am not very polite but I do not insult any person and Hasbro is really rotten.


    They think that they can throw anything at those geek people who worship their product.


    Have a nice day.
    Posted in: Magic General
  • posted a message on What If: Magic 2.0
    Quote from Sintheros
    Just an addition to this here, after we started plane-jumping (so since the first Mirrodin), we've had pretty hefty variety of heroes and villains color-wise. Consider the following:

    Mirrodin: Glissa (green), Slobad (red), and Bosh (robot) vs Memnarch (blue)
    Kamigawa: Toshiro (black) vs Konda (white)
    Ravnica: Agrus Kos (red/white) vs Augustin IV (white/blue)
    Time Spiral: Teferi (blue and some white), Jhoira (red/blue), Radha (red/green), and Venser (white/blue) vs Bolas (grixis) and Leshrac (black)
    Lorwyn: Ashling (red) and Rhys (green) vs Oona (blue/black)
    Alara: Everything vs Bolas
    Zendikar: Everything vs Bolas
    Scars: Venser/Koth/Elspeth vs New Phyrexia (everything)
    Innistrad: White vs the world
    RTR: Everyone vs Everyone

    I mean, but for a good while, there were more blue villains than black ones.


    Good list, but in two cases you focused on a secondary conflict:

    Ravnica 1 was more Agrus vs Szadeck (blue/black). Augustin was a secondary villain. On the other hand, we had Jarad (black/green) as a secondary anti-hero working against his sister, Savra.

    Lorwyn/Shadowmoor was, at the core, Colfenor's (black/green) plan against Oona's control of the plane. And don't forget black Maralen among the heroes.
    Posted in: Magic General
  • posted a message on What If: Magic 2.0
    Quote from lugaru
    1) No black and no white. At least not as colors that represent a faction... I would not mind them as something like Artifacts or whatnot but seriously I think they come with a lot of baggage. Almost every magic set is White Vs Black and their friends Red, Green and Blue picking sides! Also I want a world where the authoritarian king can be a villain and the assassin or vampire can be the hero of the plot, to mix things up. I want designers to be able to set the poles of good and evil anywhere on the wheel, and often ignore duality completely.

    Are we talking about the same game here?

    I mean, your "Authoritarian King villain vs Assassin hero" is basically Konda vs Toshiro in Kamigawa. Did you miss that?
    Or for the vampire hero (but no white villain), what about Sorin in Zendikar?

    For "White good vs Black evil" blocks I'd count only about half of them, at most. Far from "almost every" one, specially the ones after Mirrodin (which was blue vs green, by the way). I mean, which recent blocks were like that? Innistrad, Scars and Alara only, maybe original Ravnica; that's all for Modern blocks.
    Posted in: Magic General
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