Ok thanks. I was confused because for example Mana Web has this: "The lands that are tapped by Mana Web’s ability don’t produce mana as a result." in rulings on gatherer.wizards.com page and War's Toll doesn't.
Every tapped land adds mana. It doesn't check whether you wanted it or not.
War's Toll says blah blah blah... , tap all lands that player controls . So this ability will add mana from those lands to his mana pool aswell, right?
Card tags added. I see you've used them in another post below, so you know how to do them, just remember they're mandatory in the Rulings forum. Thanks! -MadMageQc
Yes, if at any point mana would leave your mana pool it becomes that much colorless mana instead. So if you have GRB floating when you go to end your first main phase, you now have 3 colorless mana carried over to your combat steps. If you don't spend that colorless mana at any point it will carry over to your second main and so on. It will never leave your pool unless spent or the artifact is removed.
You can carry it over across turns with this artifact as well.
thanks, thats brutal when you can can carry full mana pool to next turns
It's beginning of my opponent's end step and my opponent casts Path to exile and targets my creature Rat 1/1 for example. As a response I activate Mistmeadow witch's activated ability and targets that my Rat. What happens now? Mistmeadow witch says creature comes back at the beginning of end step. It doesn't say at the beginning of next end step. When does that Rat creature comes back to the battlefied in this situation? Is it after opponent's Path to Exile"? So during that opponent's end step?
I have a quick question about Rasputin Dreamweaver . Does his last ability: "At the begginnning etc. IF RASPUTIN STARTED THE TURN UNTAPPED..." mean it must be untapped before my untap step? I think yes, but I want to be 100% sure. Thanks
Not sure where this question should be (Throne of Eldrain will be released next week). So Rumor or Rulings forum?
How is gonna Tome of Legends work with my commander Xantcha, Sleeper Agent . I understand how "you, your" works with all other cards during controlling of permanents. But commander is little bit different card and Tome of Legends says "... whenever your commander etb or attacks ..." is Xantcha, Sleeper Agent my Commander in the whole battlefield? Does this triggered ability work for me in ETB situation and mainly during attacking?
I'd like to introduce you my probably best EDH deck
This deck works, is strong, is soooooo much fun to play, is winning most games and it bothers my friends
President of this Transport Company is:
It's artifact vehicles deck and all magic of this deck is in Karn's activated ability:
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
(which is I'd say one of the most powerful activated abilities of creatures in the whole MTG world!)
How to drive this deck?
You don't need to crew your vehicles if you are lack of creatures and you are lack of creatures very often, beacuse you don't need creatures
you are crewing your vehicles with Karn's activated ability. You are doing artifact creatures from your artifacts like Semblance anvil for example or you can do creatures even straight out of your vehicles or use weaker vehicles to crew more powerful vehicles. It depends on situations
Tapping artifacts is also good for you because some artifacts can work only for you (like Blinkmoth urn) and you can be the only ONE who has profit from that ... in bad moments when you are without your commander there is like 10 another creatures in my deck (they are not strong but you can use them for crewing until Karn will come back) or even there are 3 lands which can be very very suprising for you opponents Mutavault, Mishra's Factory, Foundry of the Consuls all 3 can make or be creatures and you can crew weaker vehicles and weaker vehicles can crew stronger vehicles etc. and ATTACK!!!
And one of the best things of this deck you don't need to worry about Destroy all creatures cards like Wrath of God or Damnation etc. They are sorceries and can be played only during your opponents turn and if you won't need defend yourself (and won't make cretures from vehicles in opponents turn) it will destroy maybe only your Commander and you have super mana ramps in this deck Metalworker, Semblance anvil, Cloud key, Blinkmoth Urn, Mana Vault etc.
The most powerful non-vehicle and non-creature cards in this deck are:
1. Meekstone - your vehicles aren't creatures during your untap step. And Karn's ability works even if he is tapped so what? and you can untap him with your artifacts, if you'll need. So it affects only your opponents
2. Blinkmoth Urn - lots of mana in your 1st main phase and you can easily tap it (use it as a crew) and your opponets will get 0 mana from this card
3. God-Pharaoh's Statue - haha. It doesn't need words. And Karn can make it 6/6 artifact creature for 1 mana
4. Memory Jar - wait for right moment, when your opponents have all (or almost all) lands tapped and use it. You'll get 7 new cards and if you have enough mana or Cloud Key, Semblance Anvil, Jhoira's Familiar or Metalworker on the battlefield you'll easily cast all that 7 cards (except lands) to the battlefield and Karn can make it 5/5 creature for 1 mana
5. Metalworker - this card is miracle, when you see it in your starting hand
And when I'll return my "exhausted" (all 3 choices has been made) Captive Audience to my hand. And then I'll send it back to battlefield. Is it restarted? With all 3 choices possible?
How exactly works this part of Captive Audience ? "... choose one, that hasn't been chosen"
So opponent (controler) must choose one of Captive Audience's abillities, that' clear. But why there is "that hasn't been chosen". When he should choose it? Captive Audience remembers his choices from past turns? Or what?
Your opponent's Song will be a land under his control, since nothing changes the controller of the permanent here. It unattaches from your creature because it is not an aura anymore nor is it an equipment. Your Song is still legally attached so it stays on. You control your Song, just like your opponent still controls his (it's just a land now instead of an aura). Control of your Rats, and both Songs never changes in this scenario. It is common practice to place an aura on the object it enchants wherever that is located in the play area, while permanents a player controls are usually placed in his part of the play area. With the aura becoming a land, it is simply moved to accomodate for this. But your opponent always controls the Song here, before an after it gets enchanted by your Song.
Thank you so much. That's absolutely perfect answer, very clearly explained. After reading this everyone must understand it now.
War's Toll says blah blah blah... , tap all lands that player controls . So this ability will add mana from those lands to his mana pool aswell, right?
Card tags added. I see you've used them in another post below, so you know how to do them, just remember they're mandatory in the Rulings forum. Thanks! -MadMageQc
thanks, thats brutal when you can can carry full mana pool to next turns
Does this mean mana is not burning after every phase as usually but it stays as colorless in mana pool until end of turn?
That's awesome artifact for Xantcha deck.
How is gonna Tome of Legends work with my commander Xantcha, Sleeper Agent . I understand how "you, your" works with all other cards during controlling of permanents. But commander is little bit different card and Tome of Legends says "... whenever your commander etb or attacks ..." is Xantcha, Sleeper Agent my Commander in the whole battlefield? Does this triggered ability work for me in ETB situation and mainly during attacking?
This deck works, is strong, is soooooo much fun to play, is winning most games and it bothers my friends
President of this Transport Company is:
It's artifact vehicles deck and all magic of this deck is in Karn's activated ability:
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.
(which is I'd say one of the most powerful activated abilities of creatures in the whole MTG world!)
How to drive this deck?
You don't need to crew your vehicles if you are lack of creatures and you are lack of creatures very often, beacuse you don't need creatures
you are crewing your vehicles with Karn's activated ability. You are doing artifact creatures from your artifacts like Semblance anvil for example or you can do creatures even straight out of your vehicles or use weaker vehicles to crew more powerful vehicles. It depends on situations
Tapping artifacts is also good for you because some artifacts can work only for you (like Blinkmoth urn) and you can be the only ONE who has profit from that ... in bad moments when you are without your commander there is like 10 another creatures in my deck (they are not strong but you can use them for crewing until Karn will come back) or even there are 3 lands which can be very very suprising for you opponents Mutavault, Mishra's Factory, Foundry of the Consuls all 3 can make or be creatures and you can crew weaker vehicles and weaker vehicles can crew stronger vehicles etc. and ATTACK!!!
And one of the best things of this deck you don't need to worry about Destroy all creatures cards like Wrath of God or Damnation etc. They are sorceries and can be played only during your opponents turn and if you won't need defend yourself (and won't make cretures from vehicles in opponents turn) it will destroy maybe only your Commander and you have super mana ramps in this deck Metalworker, Semblance anvil, Cloud key, Blinkmoth Urn, Mana Vault etc.
The most powerful non-vehicle and non-creature cards in this deck are:
1. Meekstone - your vehicles aren't creatures during your untap step. And Karn's ability works even if he is tapped so what? and you can untap him with your artifacts, if you'll need. So it affects only your opponents
2. Blinkmoth Urn - lots of mana in your 1st main phase and you can easily tap it (use it as a crew) and your opponets will get 0 mana from this card
3. God-Pharaoh's Statue - haha. It doesn't need words. And Karn can make it 6/6 artifact creature for 1 mana
4. Memory Jar - wait for right moment, when your opponents have all (or almost all) lands tapped and use it. You'll get 7 new cards and if you have enough mana or Cloud Key, Semblance Anvil, Jhoira's Familiar or Metalworker on the battlefield you'll easily cast all that 7 cards (except lands) to the battlefield and Karn can make it 5/5 creature for 1 mana
5. Metalworker - this card is miracle, when you see it in your starting hand
1x Karn, Silver Golem
Planeswalker and Vice President
1x Ugin, the Spirit Dragon
Creatures
1x Voltaic Construct
1x Lodestone Golem
1x Scrap Trawler
1x Shimmer Myr
1x Myr Retriever
1x Myr welder
1x Walking Balista
Vehicles
1x Daredevil Dragster
1x Bomat Bazaar Barge
1x Sky Skiff
1x Sleek Schooner
1x Cultivator's Caravan
1x Skysovereign, Consul Flagship
1x Mobile Garrison
1x Fleetwheel Cruiser
1x Ovalchase Dragster
1x Smuggler's Copter
1x Renegade Freighter
1x Aradara Express
1x Weatherlight
1x Demolition Stomper
1x Ballista Charger
1x Aethersphere Harvester
1x Untethered Express
1x Heart of Kiran
Another artifacts (employees and drivers of vehicles)
1x Cloud Key
1x Hedron Archive
1x Blinkmoth Urn
1x Mana Vault
1x Mirage Mirror
1x Semblance Anvil
1x Metalworker
1x Jhoira's Familiar
1x Trinisphere
1x Soul Net
1x Darksteel Forge
1x Thran Temporal Gateway
1x Goblin Cannon
1x Howling Mine
1x Sensei's Divining Top
1x Mycosynth Lattice
1x Darksteel Plate
1x Memory Jar
1x Akroma's Memorial
1x Meekstone
1x Staff of Nin
1x Mana Crypt
1x Mystic Forge
1x Torpor Orb
1x Spine of Ish Sah
1x Clock of Omens
1x Sol Ring
1x Thran Dynamo
1x Voltaic Key
1x Defense Grid
1x Mind's Eye
1x Mirrorworks
1x Gilded Lotus
1x Unwinding Clock
1x Basalt Monolith
1x God-Pharaoh's Statue
1x Sculpting Steel
1x Warping Wail
1x All is Dust
Lands (Fuel for my vehicles)
1x Foundry of the Consuls
1x Mishra's Factory
1x Mutavault
1x The Tabernacle at Pendrell Vale
1x Ancient Tomb
1x Inventors' Fair
1x Geier Reach Sanitarium
1x Buried Ruin
1x Blast Zone
1x Darksteel Citadel
1x Mikokoro, Center of the Sea
1x Strip Mine
1x Rishadan Port
1x Temple of the False God
1x Karn's Bastion
1x Thespian's Stage
1x Sea Gate Wreckage
1x Shrine of the Forsaken Gods
1x Haunted Fengraf
1x Urza's Tower
1x Urza's Power Plant
1x Urza's Mine
12x Wastes
So opponent (controler) must choose one of Captive Audience's abillities, that' clear. But why there is "that hasn't been chosen". When he should choose it? Captive Audience remembers his choices from past turns? Or what?
Thank you so much. That's absolutely perfect answer, very clearly explained. After reading this everyone must understand it now.