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  • posted a message on Who get's the token?
    Quote from Rathe6 »
    Quote from Natedogg »
    No, the aura does not go with it. The Investigation can only be attached to a creature you control. If your opponent gains control of the creature, then the aura will go to the graveyard when state-based effects are checked.


    I don't wanna argue with a lvl two judge or anything, but when I read the comprehensive rules that wasn't how I understood them. I can't pull them up, I don't have them on my phone, but I believe they said that when a creature with and aura on it changes control from one player to another, static abilities from that aura transfer control with the creature (I.e. Haste) but activated abilities remain under control of the owner. So if you enchanted a creature with [card]Inferno Fist[\card] and an opponent took control of that creature, that creature would still have the power bonus, however you could activate the activated ability at any time like normal.


    You are somewhat correct in that the original player still controls the aura so they can activate abilities on it, but I think you are misunderstanding the situation and what Natedogg is saying. Murder Investigation specifies that it must enchant a creature you control. If an opponent takes control of a creature enchanted with Murder Investigation they only gain control of the creature, not the aura. As a result the creature and aura will have different controllers so once the control change is made Murder Investigation will be enchanted on an illegal creature and fall off.
    Posted in: Magic Rulings Archives
  • posted a message on Khans of Tarkir Spoiler Thread (fetches talk ONLY here)
    Fetches meant esper control was supposed to be viable. Now they give us friggin' Mindswipe for UWR. The card is amazing. Why not attach fireball to syncopate and have it deal damage even if they pay x.
    Posted in: Modern
  • posted a message on Rules being changed due to player intuition (Now with damage on the stack discussion!)
    Summoning Sickness is just the informal name for the rule. The actual rule is more lengthy so players just use summoning sickness as shorthand.

    As for indestructible the change has to do with cards like Falkenrath Aristocrat vs Blightsteel Colossus. Before the change a card like turn to frog would remove indesructible from the colossus,but not from an aristocrat that had activated her ability. This was because her ability didn't cause her to gain indesructible it simply changed the game rules which is not an ability in and of itself. Rather it is just something that is true. The change was to make all forms of indestructible the same and bring the game more in line with what designers intended.
    Posted in: Magic General
  • posted a message on Do you get decked by the instance or the number of cards?
    It will make you lose the game immediately. Any time you try to draw with an empty library you lose.
    Posted in: Magic Rulings Archives
  • posted a message on Khans of Tarkir Spoiler Thread (fetches talk ONLY here)
    Quote from Balefire »
    That new copy-anything Clone legitimately looks good enough for Modern.
    Oh, you played a Karn? Well lucky me, I just drew mine - and he only costs 2UU!


    Yeah, but they still cast him off 3 lands to your 4 and that's assuming they didn't just exile one of your lands when they played him. Walkers and other non-land non-creature permanents are not prevalent enough in the format to make him worth running over Phantasmal Image or Phyrexian Metamorph
    Posted in: Modern
  • posted a message on Nissa 4/4's
    If they played the land that turn then it will have summoning sickness. If they have had it under their control since they began the turn then it will not.
    Posted in: Magic Rulings Archives
  • posted a message on Clever Impersonator
    Was the non-land part really necessary though?
    Posted in: Rumor Mill Archive
  • posted a message on Khans of Tarkir Spoiler Thread (fetches talk ONLY here)
    Quote from Slarg232 »
    So what do you guys think of Howl of the Horde? It's more than Twincast/Reverberate, but it's easier to splash and can triple the value in a more aggressive deck. Dunno, of the cards spoiled so far I think it's a sleeper.

    On turn 4, you could attack with Goyf, Serum Visions, and then Howl of the Horde it for 3 cards/ six scry.


    I've been toying around with the idea of it in a domain aggro deck. 5 color zoo already has potential, but with the possibility of Howl of the Horde-> Tribal Flames for a late game finisher of 15 for 5 mana or even a triple bolt to get 9 damage for 4 mana. It may just end up being too slow, but so far Howl+Flames has been solid.
    Posted in: Modern
  • posted a message on Khans of Tarkir Spoiler Thread (fetches talk ONLY here)
    It seems like something pod will at least consider, even if it's ultimately not powerful enough. Turning on raid is very rarely a problem and podding Redcap into two 3/4 flyers that can gain life seems decent. It works well with Restoration Angel and Gavony Township. Not sure if it's good enough, but I'll probably test it out for a week or two.
    Posted in: Modern
  • posted a message on Awe Strike vs. Infect
    You would still gain 10 life. A creature with infect still deals damage for any ability that cares about it (Awe Strike, lifelink) all infect does is change the result of that damage (minus counters/poison)
    Posted in: Magic Rulings Archives
  • posted a message on Ornithopter and Warden of Evos Isle
    It does not. Cost reduction can never reduce the cost of something below 0. If it would you use 0 instead. 601.2e The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes "locked in." If effects would change the total cost after this time, they have no effect.
    Posted in: Magic Rulings Archives
  • posted a message on Bant Blink
    Generally speaking 6-8 fetches is probably where you want to be. You can't take advantage of the shuffle and your color requirements really aren't that intense. When you decide which ones you want more of the best way is to choose based on which mana symbols you need most in the early game. Since they are all on color fetches that can fetch any shockland the decider is going to be what basics they can get. Here I'd go with 4 Misty Rainforest and 3 Flooded Strand. The difference between them isn't high so if you are looking at budget using Stand+Heath in place of Rainforest is perfectly viable.

    The SB is hard to help with. If you are going to big tournaments (100+ people you don't know) then start out by looking at what you would take out for the 5 most popular match ups then try to have only enough SB cards to replace those slots. Oversideboarding is a waste of slots. If you know the tournament meta then build for that. Some common cards are Stony Silence (affinity) Rest in Peace (Pod), combination cards Reclamation Sage (Pod/Affinity).
    Posted in: Budget (Modern)
  • posted a message on Missed effects (e.g. Protection, hexproof)
    Quote from Harizl »
    What if your opponent attacks into you and after damage and effects
    etc his attacker barely survives but he puts it into the graveyard in error.
    If you notice in his end-of-combat step, second main, end step, or your uptap/upkeep,
    how does the scope or viable responses change?
    Also, is saying nothing upon realizing categorized the same as flatly lying/cheating?


    If you saw them do it and know that it shouldn't happen (their 3/3 blocked your 2/3 and they thought they traded) then it is considered cheating. Under the Infraction Procedure Guide for failure to maintain gamestate:

    A player allows another player in the game to commit a Game Play Error involving an effect or action that he or she does not control, and has not pointed it out immediately. If a judge believes a player is intentionally not pointing out other players’ illegal actions, either for his or her own advantage, or in the hope of bringing it up at a more strategically advantageous time, they should consider an Unsporting Conduct—Cheating infraction. Not reminding an opponent about his or her triggered abilities is never Failure to Maintain Game State or Cheating.


    Remember that while REL events are more lax on many things with a focus on education they are not lax on cheating. This will earn you a disqualification if you are caught knowingly doing it. This is extremely hard to know with certainty though, so almost always the judge will err on the side of caution and assume you just didn't know. If you see this happen call them over and let them fix it. Most likely they will just leave the board as it is.
    Posted in: Magic Rulings Archives
  • posted a message on Primeval Titan with Sword of Light & Shadow vs. Glided Drake
    He can. Even though the Gilded Drake has a black aura enchanted to him he is still only considered a blue card so all abilities originating from him are considered blue.
    Posted in: Magic Rulings Archives
  • posted a message on Sidisi, Brood Tyrant and Grisly Salvage
    Yes. Even though we physically move them from the library to reveal they are still considered to be in the library.
    Posted in: Magic Rulings Archives
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