2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Exiled from graveyard abilities
    Quote from Cmayder »
    if I have Ichor drinker in my graveyard and I use a card to exile cards from my graveyard, if I exile Ichor drinker, will their exile ability trigger?

    Never.

    Ichor Drinker has no triggered ability (just a static ability and an activated ability).

    602. Activating Activated Abilities
    602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation
    instructions (if any).]”

    603. Handling Triggered Abilities
    603.1. Triggered abilities have a trigger condition and an effect. They are written as
    “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”
    Posted in: Magic Rulings
  • posted a message on chaos warp vs etb effects
    From the glossary in the rules:
    Enters the Battlefield
    A nontoken permanent “enters the battlefield” when it’s moved onto the battlefield from another zone. A
    token “enters the battlefield” when it’s created. See rules 403.3, 603.6a, 603.6d, and 614.12.

    The library qualifies as "another zone" for this, and the ability of something like Brotherhood Outcast would trigger for that.
    Posted in: Magic Rulings
  • posted a message on Protection Question
    Quote from NicholasAngle »
    Say I have an Angelic Curator with protection from artifacts. My opponent activates their Abyssal Hunter's ability targetting the Angelic Curator, in response I activate my Neurok Transmuter's first ability to make the Abyssal Hunter an artifact.

    Then when the time comes for Abyssal Hunter's ability to resolve, it does nothing. The "target" doesn't get tapped, nor does Abyssal Hunter deal damage.

    608. Resolving Spells and Abilities
    608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)

    608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information
    about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.
    Example: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to target creature and you gain 2 life.” If the creature isn’t a legal target during the resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin’s Thirst doesn’t resolve. Its controller doesn’t gain any life.
    Example: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the “target land” part of the spell. The “destroy target nonblack creature” part of the spell won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated.


    Quote from NicholasAngle »
    Conversely, if my opponent has Angelic Curator and I activate Blinding Souleater's ability,

    With what target? Not the Angelic Curator or anything else with protection from artifacts.
    702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.


    Note that you could use Neurok's Transmuter's second ability on Blinding Souleater, let that resolve, and only then use Blinding Souleater's ability on something with protection from artifacts.
    Quote from NicholasAngle »
    Basically, if something has protection from [quality], for activated abilities, is that quality checked upon casting, or resolution (or both)?

    Legality of targets is checked at both times. This includes protection.
    Posted in: Magic Rulings
  • posted a message on Commander/EDH Turn 1 Multiplayer Attack
    Quote from JabberTox »
    In a typical game of Magic, during the first player's turn they are not allowed to attack or draw. Now for Commander/EDH, specifically a game of 3+ players, is the first player allowed to draw and who is allowed to attack first at their earliest opportunity?

    103.8. The starting player takes their first turn.
    103.8a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw
    Step”) of their first turn.
    103.8b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
    103.8c In all other multiplayer games, no player skips the draw step of their first turn.


    In a game with 3 or more players/teams, every player gets to draw on their first turn.

    Attacking on the first turn is a matter of whether they can avoid problems with the "summoning sickness" rule. This has nothing to do with "Commander" rules.

    302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t
    be activated unless the creature has been under its controller’s control continuously since their most
    recent turn began. A creature can’t attack unless it has been under its controller’s control
    continuously since their most recent turn began.
    This rule is informally called the “summoning
    sickness” rule.

    508. Declare Attackers Step

    508.1a The active player chooses which creatures that they control, if any, will attack. The chosen
    creatures must be untapped, they can’t also be battles, and each one must either have haste or
    have been controlled by the active player continuously since the turn began
    .

    702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller
    continuously since their most recent turn began.
    (See rule 302.6.)
    Posted in: Magic Rulings
  • posted a message on Storm and copies
    112.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.

    707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.

    The casting of the copy will trigger anything that watches for the casting of spells, including storm.
    Posted in: Magic Rulings
  • posted a message on Sanguine Bond and Nimble Obstructionist
    First, a few rules:
    113. Abilities
    113.1. An ability can be one of three things:
    113.1a An ability can be a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)
    113.1b An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.
    113.1c An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)

    701.5. Counter
    701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.
    701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.


    Note that only an object on the stack (i.e., an ability as described by rule 113.1c) can be the target of Nimble Obstructionist's ability.

    Let's call your Food tokens F1, F2, F3, ....

    Activating F1's ability “2, T, Sacrifice this artifact: You gain 3 life.” puts an object on the stack, which we can call A1. The names for similar objects can be A2, A3, ....

    The resolutions of A1, A2, A3, ... trigger Sanguine Bond, putting objects on the stack that we can call T1, T2, T3, ....

    Note the triggered ability of Nimble Obstructionist can trigger an A# or a T#, but it can not touch the ability printed on Sanguine Bond, nor the ability on an F# waiting for activation.

    So to your question, if he counters A1, then T1 will never exist. But that will have no effect on A2, A3, or whatever, even if any of those are already on the stack. Likewise, countering T1 will not affect T2, T3, or whatever.
    Posted in: Magic Rulings
  • posted a message on Ghostly Flicker/Teferi's Time Twist question.
    Quote from Alcior »
    In a situation where the opponent uses Whirlwind or Beast Within to destroy my Miirym, Sentinel Wyrm, and I use Ghostly Flicker or Teferi's Time Twist on it, am I correct in understanding that the card will not be destroyed in this situation?

    This is actually four different questions.

    First, the Miirym that gets returned to the battlefield is a separate object from the one that was removed.
    400.7. An object that moves from one zone to another becomes a new object with no memory of, or
    relation to, its previous existence. This rule has the following exceptions.

    (None of the listed exceptions matter here.)
    Second, if a targeted spell/ability loses all its targets before resolving, it has no effect.
    608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target
    that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game
    state may cause a target to no longer be legal; for example, its characteristics may have changed
    or an effect may have changed the text of the spell. If the source of an ability has left the zone it
    was in, its last known information is used during this process. If all its targets, for every instance
    of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the
    stack and, if it’s a spell, put into its owner’s graveyard.
    Otherwise, the spell or ability will
    resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect
    for which they’re illegal. Other parts of the effect for which those targets are not illegal may still
    affect them. If the spell or ability creates any continuous effects that affect game rules (see rule
    613.11), those effects don’t apply to illegal targets. If part of the effect requires information
    about an illegal target, it fails to determine any such information. Any part of the effect that
    requires that information won’t happen.
    Example: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to
    target creature and you gain 2 life.” If the creature isn’t a legal target during the
    resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left
    the battlefield), then Sorin’s Thirst doesn’t resolve. Its controller doesn’t gain any life.


    Beast Within: Would do nothing, even if its controller pays the Ward cost to keep it from being countered. Its only target is gone. You don't get a token.
    Whirlwind responded to by Teferi's Time Twist: Would not even try to do anything to the Miirym card currently in exile.
    Whirlsind responded to by Ghostly Flicker: Destroys the new Miirym as easily as it would have destroyed the old one.
    Quote from Alcior »
    If so, what happens if the card also has an active +2/+2 counter or is an artifact equipment, for example?

    "active"? The counter is either there or it isn't. Anyway, the counter was on the old permanent, not the new permanent.
    Artifact Equipment enters the battlefield unattached.
    Quote from Alcior »
    And a similar question, what happens if the opponent uses the card Wrath of God and I have Kiora, Master of the Depths with 7 loyalty counters, and I use Ghostly Flicker or Teferi's Time Twist on her? Will the card return to the game with 7 loyalty counters or 4?

    4. Also, neither Wrath of God nor Ghostly Flicker can affect Kiora unless you have made her a creature or something.
    306.5b A planeswalker has the intrinsic ability “This permanent enters the battlefield with a number
    of loyalty counters on it equal to its printed loyalty number
    .” This ability creates a replacement
    effect (see rule 614.1c).
    Posted in: Magic Rulings
  • posted a message on Multiple Sanctum of all Ruling
    [c]Sanctum of All[/c] -> Sanctum of All
    [c]Mirror Box[/c] -> Mirror Box

    Quote from felifelicis »
    Lets say I have 2 sanctum of all (allowed by mirror box) on the battlefield and a total of 6 shrines at the beginning of my upkeep, does the effect doubling of one sanctum double the searching of the other allowing me to search for 4 total shrines?

    Yes.
    Quote from felifelicis »
    Does the wording "ability of another shrine" mean shrines without the name "Sanctum of all" or any shrine in play other than that specific sanctum of all?

    If they wanted it to mean Shrines without that name, it would say "Shrine not named Sanctum of All". See also Clever Conjurer.
    Posted in: Magic Rulings
  • posted a message on Phasing and End of Turn Effects
    Quote from Kamonohashi »
    If a permanent is phased out when a turn ends, do "end of turn" effects ignore its existence?


    All "until end of turn" effects end in the cleanup step.

    514. Cleanup Step
    514.1. First, if the active player’s hand contains more cards than their maximum hand size (normally
    seven), they discard enough cards to reduce their hand size to that number. This turn-based action
    doesn’t use the stack.
    514.2. Second, the following actions happen simultaneously: all damage marked on permanents
    (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end.
    This turn-based action doesn’t use the stack.


    Quote from Kamonohashi »
    For example, if I cast an Insurrection, take control of all creatures, then cast a Guardian of Faith, do the creatures phase back in under my control on my next untap step

    They phase in at that time, because you controlled them when they phased out. But there is no longer any reason for you to control them.
    702.26a Phasing is a static ability that modifies the rules of the untap step. During each player’s
    untap step, before the active player untaps permanents, all phased-in permanents with phasing
    that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out
    under that player’s control “phase in.”

    Quote from Kamonohashi »
    and remain under my control indefinitely?

    No, because that control effect has already ended.
    702.26f Continuous effects that affect a phased-out permanent may expire while that permanent is
    phased out. If so, they will no longer affect that permanent once it’s phased in. In particular,
    effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that
    permanent phases out because they can no longer see it.
    Posted in: Magic Rulings
  • posted a message on Niv-mizzet, Dracogenius rules
    [c]Miirym, Sentinel Wyrm[/c] -> Miirym, Sentinel Wyrm
    [c]Niv-Mizzet, Dracogenius[/c] -> Niv-Mizzet, Dracogenius

    I do damage with one of the the Niv-mizzet, dracogenius would both copies trigger off the damage that was done

    No.
    201.5. Text that refers to the object it’s on by name means just that particular object and not any other
    objects with that name
    , regardless of any name changes caused by game effects.
    Posted in: Magic Rulings
  • posted a message on Faerie Mastermind/Sword of Fire and Ice
    No, they get to draw a card after Mastermind dies.

    1. Your combat damage step begins. You assign combat damage from your unblocked creature to your opponent. (You didn't identify its power, so I can't say how much damage that is.)
    2. Your unblocked creature deals damage to your opponent as assigned. This triggers the ability of Sword of Fire and Ice.
    3. You would get priority, but there is a triggered ability to put on the stack. You put "Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card." on the stack, choosing opponent's Faerie Mastermind as the target.
    4. You get priority and pass.
    5. Opponent gets priority and passes.
    6. The top object on the stack (the ability put there in step 3) resolves. Sword of Fire and Ice deals 2 damage to opponent's Faerie Mastermind. You draw a card, triggering the ability of Faerie Mastermind.
    7. You would get priority, but there is a state-based action to perform. Faerie Mastermind is destroyed.
    8. You would get priority, but there is a triggered ability to put on the stack. Opponent puts "Whenever an opponent draws their second card each turn, you draw a card." on the stack.
    9. You get priority and pass.
    10. Opponent gets priority and passes.
    11. The top object on the stack (the ability put there in step 8) resolves. Opponent draws a card.
    12. You get priority and ....
    Posted in: Magic Rulings
  • posted a message on Kalonian Hydra and Exponential Growth Interaction
    Quote from Grindstone »
    Follow up question - if I attack with two 4/4 Kalonian Hydra what would they each grow to? I'm thinking they would both turn into 8/8 creatures based off of their own ability but then they'd each double again to 16/16 creatures based off of each others ability. Is this correct?

    Each one's trigger will go on the stack and those will resolve one at a time. The first one to resolve will double each one's +1/+1 counters from 4 to 8, putting them at 8/8. The second to resolve will double each one's +1/+1 counters from 8 to 16, putting them at 16/16.
    Posted in: Magic Rulings
  • posted a message on Persecutor vs. Approach
    Yes. When the Approach of the Second Sun reaches that part of the resolution, its controller can't win, so they don't win.

    Also, the if condition was met, so the Otherwise clause is irrelevant.
    Posted in: Magic Rulings
  • posted a message on Persecutor vs. Approach
    Quote from Perodequeso »

    Does only player 1 lose?
    If you are using the limited range of influence rules, yes. Otherwise, player 2 wins, period.
    Posted in: Magic Rulings
  • posted a message on Can I use mana from Castle Garenbrig's ability to make Lair of the Hydra a creature?
    Only if Lair of the Hydra is somehow a creature already.

    The second option for spending the mana from Castle Garenbrig's last ability is "activate abilities of creatures", not "activate abilities of permanents that are not creatures but will be Real Soon Now".
    Posted in: Magic Rulings
  • To post a comment, please or register a new account.