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  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Multipost
    Land- Locus {R}

    Multipost enters the battlefield tapped.

    Whenever a nontoken Locus enters the battlefield, create a copy of Multipost.

    T, Sacrifice Multipost: Create two token copies of Multipost.

    IIW: EDH Lords for a specific non-evergreen mechanic (i.e. Storm, Cascade, Shadow, Goad)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Turinian Shroud 7
    Legendary Artifact- Equipment

    Equipped creature has vigilance and indestructible.

    If equipped creature entered the battlefield from exile, whenever it deals combat damage to a creature, gain control of that creature at the end of combat. That creature gains this ability for as long as you control it.

    4WWW, exile ~: Exile target creature from your graveyard. At the beginning of your next upkeep, return that creature to the battlefield with ~ attached. This ability costs 4 less to activate if an opponent controls a Demon.

    Equip 3

    Unity must prevail.

    IIW: Spells that can be cast only during combat.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Meletian Pinata 3(W/U)(R/G)
    Artifact Creature- Construct

    Whenever ~ is dealt damage, place a Festivity counter on it.

    When ~ dies, draw a card. Then, each player may put a land from their hand onto the battlefield. Each opponent who didn't draws a card. Repeat this process X times, where X is the number of Festivity counters on ~.
    0/5

    IIW: "Enchantment Creature- Curse Beast(or any other creature subtype)"
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Thanks for the feedback I appreciate it. I did warn you.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Hi, kinda new to this so bear with me.

    Chronod 3U
    Enchantment Creature- Bird

    Indestructible, shroud, defender

    When Chronod enters the battlefield or at the beginning of your upkeep, place a time counter on it. At the beginning of your upkeep, return a land you control to its owner's hand for each time counter on Chronod.

    Whenever Chronod would die, exile it instead, then return it to the battlefield under a random opponent's control. It retains all time counters on it when moving to any zone other than a player's hand or library.

    X2, Sacrifice Chronod: Exile target permanent you control. Lose X life. X is the number of time counters on Chronod.
    0/8

    IIW: XXX in the mana cost
    Posted in: Custom Card Contests and Games
  • posted a message on Sacrificing Aethergeode Miner
    Aethergeode Miner can be exiled and returned to the battlefield at instant speed. "After Aethergeode Miner returns to the battlefield, it will be a new object with no connection to the creature that was exiled." is a related ruling. So, if I emerge my Elder Deep-Fiend on my Aethergeode Miner, can I in response exile my Miner (assuming I have the energy of course) and play my Deep-Fiend for 2UU?

    Further, if I have to sacrifice 5 creatures to transform my Westvale Abbey, can I sacrifice the same Miner multiple times using the above method?

    And if neither of those situations works, if my opponent plays Blessed Alliance to make me sacrifice my Aethergeode Miner that's attacking alone, can I flicker it so that when it returns to the battlefield, it's no longer attacking, so that mode fizzles?

    Tangentally, if I have my Vizier of Many Faces enter the battlefield as an Aethergeode Miner, then can I at any time flicker it, and choose to make it something else as it reenters the battlefield? The group that I play with say that it gets stuck in exile because when it leaves the battlefield, it's no longer Aethergeode Miner, so the remainder of the ability fizzles, but that doesn't sound right to me. This is not embalmed, by the way, because obviously that wouldn't work.
    Posted in: Magic Rulings
  • posted a message on Disallow and Activated Abilities
    Hi I'm a fairly new player, only been playing for about a month, and I had a question that may be really stupidly easy, but I need some clarification. How does Disallow interact with activated abilities on the stack. For example, if I have 4 energy and my opponent swings at me with their Combustible Gearhulk, I can spend 2 energy to ignore their damage (assuming I don't block) with my Consulate Surveillance. If they then Disallow it, I can simply pay the remainder of my energy to accomplish the same thing.

    Here's where my question comes in: the stack has been explained to me as saying that abilities and spells are put on the stack like stacking cards, and once both players pass priority, everything on the stack resolves, starting with the "top" and working its way down. So, if I had 2 energy, and the same situation as above occurs, after they put the Disallow on the stack, can I say, I pay the 2 energy to void the damage on top of the stack, which means when it gets down to the Disallowed use of the ability, the Disallow fizzles because I no longer have the energy to use the ability, so it just doesn't happen?

    Even as I'm typing this it seems counterintuitive that that's how it would work, but I've learned that this game is sometimes counterintuitive that way, so I figured it was worth asking.
    Posted in: Magic Rulings
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