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  • posted a message on Free Cards
    You can untap the lands you used to pay for the spell.
    Posted in: Magic Rulings Archives
  • posted a message on Serum Powder
    You cannot end up with "two hands" using Serum Powder's second ability. The reason the reminder text says "You can do this in addition to taking mulligans" is to prevent you from thinking that it must be your last (or only) "mulligan." E.g., the following is allowed:

    Draw opening hand. Don't like it; mulligan to 6.
    This hand contains Serum Powder. Use Serum Powder to remove hand from game; take 6 new cards.
    Don't like new hand, mulligan to 5.

    You can sort of think of it as an optional replacement effect, although technically it isn't one since it doesn't use "instead."
    Posted in: Magic Rulings Archives
  • posted a message on Kaho, Minamo Historian
    When you play a spell, it goes to the stack, and when it's finished resolving (or is countered), the game rules will handle where it goes. Thus, if you play a spell from the removed from game zone, it will go to the graveyard after it resolves, just like if you played it from your hand. The only exceptions to this rule are cards that specify where they go when they leave the stack (like Flashback) or remove themselves from the stack during resolution (like the Beacons).

    Short answer: They're not removed from the game anymore.
    Posted in: Magic Rulings Archives
  • posted a message on [RAV]Guild Symbols are mana Symbols to boot?
    On-topic, I honestly don't know what to think about this. Even with this confirmation, I'm still trying to put out of my mind the idea that WotC is going to invent ten new mana symbols. I'll just wait until I see some scans/real cards.
    Posted in: Rumor Mill Archive
  • posted a message on Some cards I make when having nothing better to do... II
    Quote from magicjebb »
    First of all, due to many requests in my latest post I'm going to try to follow the pattern below:

    CARDNAME :MANACOST:
    Card Type - Subtype (Rarity)
    Card text
    Flavor text
    P/T

    Since I'm not really into english keyword expertise (I speak portuguese and play portuguese cards, with portuguese keywords), I hope you correct all mistakes I'm probably going to commit Wink

    I'm not gonna put the rarity - hope you can opine about that as well.

    Let the show begins!


    Reckless Goblin R
    Creature - Goblin Mercenary
    Haste.
    At the end of your turn, target Opponent gains control of Reckless Goblin.
    2/1

    Disguised Prowler
    Land
    T: Add 1 to your mana pool.
    0: Disguised Prowler becomes a 1/1 Golem Artifact Creature until end of turn. (It's no longer a land.)

    Thermal Trap U
    Creature - Illusion
    U , T : Change the target of target spell or ability that could target a creature to Thermal Trap.
    0/2

    Time Lapse 1UU
    Sorcery
    Return the three permanents that last came into play to their owner's hands.

    Message in a Bottle 1U
    Enchant Permanent
    Enchanted permanent has "When this leaves play, shuffle it into its owner's library and draw a card."

    Endless Bolt 1RR
    Creature - Elemental (uncommon)
    Haste.
    Sacrifice Endless Bolt in the end of turn.
    During each player's upkeep, if Endless Bolt is in a graveyard, that player may pay 5R. If that player does, put Endless Bolt into play under his/her control.
    4/1


    Sureness 1U
    Enchantment
    If a player would flip a coin, you may instead choose the result of that coin flip.

    Lever G
    Enchantment
    1GG: Counter all activated abilities from target artifact. Tap that artifact. Play this ability only once each turn.

    Deydron, Loyalty Incarnate 2WW
    Legendary Creature - Human Monk
    At the beginning of the upkeep of Deydron, Loyalty Incarnate's owner, that player gains 1 life.
    Prevent all damage that would be dealt to Deydron.
    2/5


    Enough for today. Hope you enjoy my ideas.

    Fixed.
    Posted in: Custom Card Creation
  • posted a message on Mistmoon Griffin
    Quote from Erad »
    A related question that I'm not entirely sure of how it'd affect the game:
    When you play a Jokulhaups, does it go to the graveyard before or after it destroys everything?

    A spell doesn't leave the stack until it's finished resolving. Thus, after all the instructions on 'haups have been followed -- and everything has been destroyed -- it will go to the graveyard.
    Posted in: Magic Rulings Archives
  • posted a message on Isochron Scepter v. Comprehensive Rules
    There was a thread in the Rulings forum that started as a question about responding to Sweep, and it spiraled downward when I mentioned Isochron Scepter as an exception to the "you can't do things during the resolution of a spell or ability" rule. Since the thread was closed (rightfully!) for being off topic, I thought I'd start a thread here to continue the discussion in a more appropriate forum.

    I believe that the Golden Rule covers Isochron Scepter. The argument that
    Isochron Scepter is not saying "playing the copy can happen," is it saying "play it."
    is incorrect: Check the wording. It clearly says, "you may play the copy without paying its mana cost."

    The wording of the card is directly overwriting the normal rules governing when spells can be played,

    Following that logic, so does Replenish.

    Replenish returns enchantments to play; it doesn't cause anyone to play them. There is a rule in the comprehensive rules that governs what happens to local enchantments that come into play via means other than the stack:
    Quote from Comprehensive Rules »
    212.4e If a local enchantment is coming into play by any other means than being played, and the effect putting it into play doesn’t specify what it will enchant, the player putting it into play chooses a permanent or player for it to enchant as it comes into play. In this case, the enchantment doesn’t target the permanent, but the player who is putting it into play still must choose a permanent or player that the enchantment can enchant. If no legal permanent or player is available, the enchantment remains in the zone from which it attempted to move instead of coming into play.

    Which is what the reminder text on Replenish says, in a nutshell.
    Posted in: Magic General
  • posted a message on T2 mill deck?
    Crainal Extraction. [card] tags are your friends.
    Posted in: New Card Discussion
  • posted a message on Bizarro Storm question
    I stand corrected.
    Posted in: Magic Rulings Archives
  • posted a message on Bizarro Storm question
    Hmm. It seems to me that an effect which changed the color of a spell before Storm resolved would also change the color of the copies. The change of color should be a copiable value. I think we should let a Level 2 answer this one though.... epeeguy or Tom?
    Posted in: Magic Rulings Archives
  • posted a message on Twincasted Tooth and Nail
    That is correct. However, you can steal both of his creatures on your turn. Indeed, fetch two Keigas with the copied Tooth and Nail. Only put one of them into play, however (the wording on Tooth and Nail allows this). On your turn, play the second one.
    Posted in: Magic Rulings Archives
  • posted a message on [Rav] Where would a wurm in Ravnica work if wurms could work?
    Ah, I see... yes, Ravnica itself is a city, but:

    Quote from magicthegathering.com »
    In the largest metropolis of a city-covered plane, perspectives will clash and laws will be tested. From the depths under the city to its lofty spires above, Ravnica's citizens eke out an existence even as all around them ancient guilds vie for control and power.

    (Emphasis mine.)

    Thus, there really isn't any "outside the city" other than more cities.

    Source.
    Posted in: Speculation
  • posted a message on invented cards (that looks like real ones!)
    Quote from LSK »
    I know, I read that. But at the end of the second turn, that effect wears off and the end-of-turn effects trigger.

    Actually, no; it's the other way around. "At end of turn" triggered abilities trigger at the beginning of the end of turn step. Then, during the cleanup step, "until end of turn" continuous effects wear off. That said, the wording of the card should be:

    Choose one -- Take an extra turn after this one. At the end of that turn, you lose the game; or, until the end of your next turn, you can't lose the game.

    Entwine -- Pay half your life, rounded down.
    Posted in: Custom Card Creation
  • posted a message on [YMTC] The name
    You'd still discard the cards, even if the creature can't return to play. When a spell or ability resolves (assuming it isn't countered), if it's impossible to follow all of the instructions, the game does as many of them as it can. So, when the delayed triggered ability of YMTC3 resolves, it will:

    1. Attempt to return the token to play. This will fail since state-based effects removed the token as soon as YMTC3 finished resolving.
    2. Make you discard cards. Since the creature isn't in play, the game will use last-known information to get the power and toughness of the creature.

    The same thing happens with something like Goblin Charbelcher activations. If you don't have any lands in your deck, here's what happens:

    1. "Reveal cards from the top of your library until you reveal a nonland card" causes you to reveal your entire library. At that point, you can't reveal any more cards, so the ability continues resolving at the next sentence.
    2. "Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead." There wasn't a revealed land card, so the "If...instead" portion is ignored. The target will take damage equal to the number of cards in your library.
    3. "Put the revealed cards on the bottom of your library in any order" pretty much amounts to "stack your deck" at this point.
    Posted in: The Rumor Mill
  • posted a message on [9th] Prerelease Promos incl. Foil Force of Nature
    "If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player."

    I think it's pretty clear that you have to assign at least lethal damage to each of the blockers before you can assign rollover damage; what it isn't clear on is a situation like:

    Force of Nature blocked by 1/1.
    Possible damage assignments according to reminder text:
    1 to 1/1, 7 to defending player
    8 to 1/1, 0 to defending player
    According to the rules, you can also assign as follows:
    2 to 1/1, 6 to defending player
    3 to 1/1, 5 to defending player
    ...
    7 to 1/1, 1 to defending player

    However, I think we must remember that the comprehensive rules regarding trample fill a printed page or more, and they did a damned good job condensing the important bits into a single sentence.
    Posted in: The Rumor Mill
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