2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Saskia Humans - Wheeling Reanimator
    Quote from DementedKirby »
    Quote from Sir Aureus »
    No. Let me illustrate:

    1. You cast Living Death. Living Death is on the stack.
    2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
    3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
    4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
    5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.


    Ah yes, I had it upside down. Dualcaster Mage + Living Death goes infinite only if you sacrifice Dualcaster Mage in response (or exile it with Fiend Hunter). Thanks for clearing that up!


    I'm afraid Fiend Hunter won't do you a whole lot of good even if you can somehow get it in play in response to the Dualcaster's copy of Living Death. At best it'll get you one more copy of Living Death.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Saskia Humans - Wheeling Reanimator
    No. Let me illustrate:

    1. You cast Living Death. Living Death is on the stack.
    2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
    3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
    4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
    5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Saskia Humans - Wheeling Reanimator
    It doesn't go infinite, for the reasons I stated. By the time the Living Death returns the mage to the battlefield, there will no longer be a Living Death on the stack for the mage to copy.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Saskia Humans - Wheeling Reanimator
    Quote from DementedKirby »
    Quote from JDviant »
    Am I missing something about Banisher Priest and your Dualcaster Mage loop interaction? Shouldn't that not work since you control the Mage?


    You're right; it just works with Fiend Hunter. Thanks for that!


    Unless you have a free sacrifice outlet, Dualcaster Mage and Living Death won't do what you think. The first Living Death will kill the mage, and the second will bring it back to life. The mage's ETB ability will trigger, but both the copy and original Living Death will have already resolved and gone to your graveyard by the time you could put it on the stack. The only card in your deck that can make this combo work is Phyrexian Altar; Sadistic Hypnotist can't be activated while Living Death is on the stack, and Undercity Informer costs mana.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Nighthowler
    When a player leaves the game, all objects they own leave the game. This includes their graveyard, so your Nighthowler will now only use the graveyards of the remaining players.
    Posted in: Magic Rulings
  • posted a message on Brewing Eldritch Evolution: Deck-Extinction Event
    Quote from Sephon19 »
    That's actually a pretty cool path to take. Four colors tho? keep it at three I guess, skipping the Bellringer?

    EDIT: There's also Midnight Guard tho


    Midnight Guard doesn't untap Kiki-Jiki.
    Posted in: Deck Creation (Modern)
  • posted a message on illegal targeting, fizzling other stuff (ultimate price)
    #3 is the correct result. If the target was originally monocolored and became multicolored or colorless before ultimate price resolved, then it would "fizzle" -- that is, it would be countered on resolution because it was no longer targeting a legal object. However, since the action of casting ultimate price targeting blisterpod was illegal in the first place, you just rewind the game to before you cast it, provided the game state hasn't changed since then.

    There are related cases where you would need to target one of your own creatures with an effect if there were no other legal targets, but this is not one of them. If, for example, you cast Shriekmaw with the intention of destroying your opponent's Esper Battlemage while your opponent has no nonblack, non-artifact creatures, you would need to instead target your own creature if you had a legal target.

    This ultimately boils down to the same rule -- if you try to put an effect on the stack with an illegal target, the game rewinds to just before you do. The difference is that in the first case, ultimate price was in your hand with nothing forcing you to cast it, while in the second case, shriekmaw had just entered the battlefield and triggered its (non-optional) ability.
    Posted in: Magic Rulings Archives
  • posted a message on Pauper Infinite Combos and Repeatable Combos List
    Quote from ThisBorzi »
    Fantastic post! I always love me some ridiculous combo that never works but just feels awesome when it does. Here is a small list I made, enjoy!

    Any feedback is appreciated, of course.


    I like where this is going. Six copies of each combo piece, cantrips and zephyr scribe to dig for them, and some cheap protection to make sure your combo pieces make it through the turn. I might try increasing the count of apostle's blessing since your creatures will need to survive your opponent's turn before you can go off.
    Posted in: MTGO Pauper
  • posted a message on Pauper Infinite Combos and Repeatable Combos List
    Quote from Geegaw »
    Would Goblin Sledder and Scuzzback Marauders work for infinite EtB? Say, with Foundry Street Denizen?
    No. Goblin Sledder doesn't put a +1/+1 counter on it, it just gives the creature +1/+1 until end of turn. Also, if you try to target the scuzzback marauders with it, the ability will be countered because the persisted marauders aren't the same creature as the marauders you sacrificed.
    Posted in: MTGO Pauper
  • posted a message on Riku and Manamorphose
    No. The only times you can choose the order in which multiple objects go on the stack is when either A) an effect puts multiple spells and/or abilities on the stack simultaneously, or B) multiple triggered abilities trigger at the same time. Rikku's ability triggers when you cast the spell, which means that the spell is already on the stack when the ability triggers and the ability must go on top of it.
    Posted in: Magic Rulings Archives
  • posted a message on Ensoul Artifact + Any artifact with equip
    Quote from Crazy Moon »
    If I were to cast Ensoul Artifact on a card such as Hero's Blade, which has an equip ability, could I pay it's equip cost to equip it to itself after it's become a 5/5 creature?
    Quote from Magic Comprehensive Rules »
    301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.
    Posted in: Magic Rulings Archives
  • posted a message on Silly Rabblemaster Question
    Quote from sirzevo »
    It doesn't have to be black bordered. For example, you can use a Shatter from Revised right now if you're so inclined.
    Er yes, that's right; my apologies. White bordered cards are legal as well. Gold- and silver-bordered cards are not, though.
    Posted in: Standard Archives
  • posted a message on Silly Rabblemaster Question
    If a card is legal in a given format, any black-bordered card with the same name is legal in that format.

    So yes, your promo Rabblemaster is legal in standard as long as it's black-bordered.
    Posted in: Standard Archives
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from iphanx »
    old entry post of mine:

    Highland Geyser
    Land (R)
    When Highland Geyser enters the battlefield, you lose 1 life and you may put a charge counter on it.
    As long as it has Highland Geyser has no charge counter on it, it is a Mountain. Otherwise, it is an Island.

    other dual land entry that came into mind:

    Blighted Mangroove
    Land (R)
    T ,Pay 1 life: Add G to your mana pool.
    T ,Each opponent gain 1 life: Add B to your mana pool.

    Lush Savannah
    Land (R)
    When Lush Savannah enters the battlefield, sacrifice an untapped land.
    T: Add GW to your mana pool.



    iiw: futuristic goblin card
    Highland Geyser: Charge counter isn't very flavorful, but ok. I'm not really a fan of land that have permanent counters on them, if only because lands tend to get piled up and counters make that problematic.

    Blighted Mangroove: This just seems like a more awkward Grove of the Burnwillows. Strange that green is paying life and black is giving it, but that may be necessary for symmetry if you make a five-card cycle out of this.

    Lush Savannah: You can tap it in response to negate the drawback -- see the oracle text on Lake of the Dead for a way to make this work. Unfortunately, that wording would never be used on a modern day card due to the amount of text it requires.
    Quote from Chemtrails »
    Sapling's Awakening G
    Sorcery (U)
    Search your library for a land card with the same name as a land you control and put it onto the battlefield tapped. Then shuffle your library.
    "Truly there is nothing more beautiful than a young sap's first sunrise."
    —Gael, Cloverdell farmer


    IIW: Cards from an alternate reality version of an existing plane (think Lorwyn–Shadowmoor).
    This will typically be quite a bit better than Elvish Mystic. Maybe printable, but definitely pushed.
    Quote from Cardz5000 »
    Cliffside Encampment
    Land - Mountain Plains (R)
    ( tap symbol : Add R or W to your mana pool.)
    Cliffside Encampment enters the battlefield tapped unless an opponent has more life than you.

    Brilliant Ridge
    Land (R)
    Brilliant Ridge enters the battlefield with two charge counters on it.
    T: Add 1 to your mana pool
    T, Remove a charge counter from Brilliant Ridge: Add R or G to your mana pool.

    IIW: Replace a mechanic in KTK
    Cliffside Encampment: I'm a little hesitant about this card simply because of the presence of fetchlands in modern -- a format both sets of cards will make going first a (more) tremendous tempo advantage. Maybe I'm blowing it out of proportion though, since shock lands aren't going anywhere.

    Brilliant Ridge: A longer lasting but more restrictive Tendo Ice Bridge seems fine but doesn't excite me.
    Quote from ManyCookies »
    Darkwood Marsh
    Land (R)
    Darkwood Marsh enters the battlefield tapped.
    T: Add B or G to your mana pool.
    2BG: Exile target creature card from a graveyard. Darkwood Marsh becomes a copy of that card until end of turn, except it’s still a land.

    (The GB manland)
    Should say "in addition to its other types" if you want to actually man with the man-land. Uncounterable reanimation on a land is powerful, but the price is probably fair.
    Quote from RedKid43 »
    Sacrificial Grounds
    Land (r)

    t: Add 1 to your mana pool
    Morbid-t: Add RB to your mana pool. Activate this ability only if a creature died this turn.
    The tribute's blood sprayed into the air, his head rolled down the alter's slope--and yet the crowed roared for more.


    IIW: Phenomena
    I wouldn't want to use this as a general-purpose dual land, but otherwise there's nothing wrong with it.
    Quote from Cythare »
    Mana Twine 3GG
    Enchantment (R)
    Whenever you tap a land for mana, add one mana to your mana pool of a color of your choice that land didn't produce.

    IIW: What would you bring to show & tell at the Academy?
    This is stretching the challenge a bit, but...
    Mana Reflection says this is fine, but the color restriction seems shoehorned in to fit the challenge.
    Quote from IcariiFA »
    Boundless Sanctuary
    Land (R)
    ~ enters the battlefield tapped.
    T: add W to your mana pool for each life you have gained this turn.
    T: add U to your mana pool for each card you have drawn this turn.

    IIW: Cards that HATE something
    I would much rather see these effects separately on a new cycle of legendary lands a la Gaea's Cradle. Doesn't work as a general purpose dual, and can produce pretty dangerous amounts of mana in the right deck.
    Quote from wallycaine »
    Sprawling Grove
    Land
    When Sprawling Grove comes into play, if it's not a token, sacrifice it unless you pay 1. If you do pay 1, then put a token into play that's a copy of Sprawling Grove.
    T: Add G to your mana pool.

    IIW: Creatures with unusual jobs
    This card would maybe conceivably be fair if it produced colorless, entered the battlefield tapped, and cost 3 mana to make a copy. As it is, no way; it's strictly better than a Forest.
    Quote from KoolKoal »
    Temple Mint
    Land (U)
    Temple Mint enters the battlefield tapped.
    t: Add G or W to your mana pool.
    2, t: Put a colorless artifact token named Silver onto the battlefield. It has "Sacrifice this artifact: Add 1 to your mana pool."

    WU Trade Academy
    UB Underworld Market
    BR Slaver Camp
    RG Flourishing Bazaar

    IIW: A man and his dog
    I can get behind this. In a typical block these should definitely be rare, but in a slower format they could conceivably be uncommon. Great name selection.
    Quote from willows »
    Tumbledown Palace
    Land (U)
    t: Add white mana or black mana to your mana pool.
    Whenever a nonland permanent enters the battlefield under your control, tap Tumbledown Palace.

    IIW: Rehabilitate a broken/sucky mechanic.
    I don't really like the idea of a triggered ability like this on a land. This is possibly balanced but will likely cause a lot of judge calls to missed triggers if not outright cheating.
    Quote from Sagharri »
    Cathedral Ruins
    Land (U)
    T: Add W to your mana pool.
    T: Add B to your mana pool. Activate this ability only if you control Demon.
    Only true darkness can taint this place.

    IIW: Mistake.
    Strictly better than Plains is a no-no. Who is Demon?
    > +1/+1 counters
    > Niche
    > Topkek


    Leyline Vale
    Land (Rare)

    Leyline Jungle enters the battlefield tapped unless you control a land that could produce red or blue mana.

    T: Add G or W to your mana pool.

    IIW: Components
    This is balanced enough I suppose but modern really doesn't need more ways to make the colors you're playing irrelevant.
    Quote from GG Crono »
    Caldera Stronghold
    Land (R)
    Caldera Stronghold enters the battlefield tapped unless you discard a card.
    T: Add R or B to your mana pool.
    Threshold - Whenever Caldera Stronghold becomes tapped, if there are seven or more cards in your graveyard, target player loses 1 life.

    IIW: Cards with two non-evergreen keywords.
    This is kind of cute in a return to Odyssey block sort of way, but wizards has stated on the record that threshold was a mistake due (in part) to the complexity it added to limited games.
    Quote from Atogaholic »
    Legion's Watchtower
    Land (R)
    When Legion's Watchtower enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Legion's Watchtower enters the battlefield tapped.
    T: Add R or W to your mana pool.

    Also Senate's watchtower, Combine's watchtower, etc

    IIW: Make a card from this
    I approve of nonbasic lands that promote playing basics. Compared to Clifftop Retreat this is better in the early game and a bit worse in the late game.
    Thawing Fields
    Land [R]
    When Thawing Fields enters the battlefield, it doesn't untap during your next untap step.
    t: Add W or U to your mana pool.

    Cavernous Depths
    Land [R]
    As Cavernous Depths enters the battlefield, you may exile two cards from your graveyard. If you don't, Cavernous Depths enters the battlefield tapped.
    t: Add U or B to your mana pool.

    Bleeding Pit
    Land [R]
    Bleeding Pit enters the battlefield tapped unless you have no cards in your graveyard.
    t: Add B or R to your mana pool.

    Verdant Peak
    Land [R]
    Verdant Peak enters the battlefield tapped unless you control three or more other lands.
    t: Add R or G to your mana pool.

    Sunspore Grove
    Land [R]
    Sunspore Grove enters the battlefield tapped unless you control a green permanent or a white permanent.
    t: Add G or W to your mana pool.

    IIW: Doubt yourself
    Thawing Fields: This fills a niche I suppose, but I would put it at uncommon if anything and I'm not convinced that the niche is really worth filling with a land that may cause memory problems.

    Cavernous Depths: No complaints here. It looks fair to me.

    Bleeding Pit: I wouldn't run it over Blackcleave Cliffs but as a block dual land it could work.

    Verdant Peak: Control and midrange decks would probably like this sort of card. Seems fine.

    Sunspore Grove: Maybe a little on the weak side, but still fine for a block dual.
    Crumbling Coastline
    Land (R)
    T: Add W or U to your mana pool. If you control three or more lands, add 1 to your mana pool instead.

    UB Dredge Pits
    BR Worn Lavaflow
    RG Eroded Hillscape
    GW Wilting Backwoods

    iiw: meaningful decisions
    I can't really envision a format in which these would be played outside two- or three-color aggro decks. Almost completely outclassed by Blackcleave Cliffs and the like.
    Quote from kbnyn »
    Duel Lands 3RG
    Sorcery (R)
    Put an X/X green and red Avatar creature token onto the battlefield, where X is the number of lands you control. It fights target creature an opponent controls.

    IIW: Hobo magic
    Cute and powerful. Lands tend to be associated more with Elementals.
    KoolKoal takes the round.

    Next: A man and his dog
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Diffuse Interloper 4U
    Creature - Giant Illusion (U)
    Protection from converted mana cost 3 or less.
    3/1

    IIW: Dual lands.
    Posted in: Custom Card Contests and Games
  • To post a comment, please or register a new account.