Since it isn't the power on the said card, it would come back with Shirei's ability if you really want it to. I would prefer it just go to the graveyard, but it really depends on the life totals.
You do realise that Kokusho will go to the graveyard (and thus, trigger) regardless, right? I would certainly want to bring back Kokusho at the end of the turn (a chance to potentially trigger Kokusho again is bad? )
There are bound to be misprints un russian cards. No offens to the russians, but they simply blow at translating. It's like when you watch a movie and then again in russian translation you can think"OMG ! Same picture, but different plot"
I hope they do The Fall of Reach. That would be an excellent story to be put to the cinema (and, there'd more than one spartan). Or, the story of how Captain Johnson escaped from Halo.
I would like to join this fine, fine Guild, if possible.
I typically play blue and black myself, and in fact, have a UB Toshi deck in the works (alright, right now, it sucks.. I still need more NoSB )
But anyway!
I've even thought of my guildmage card. (and an image, hee)
Vexus, Dimir Guildmage :symub::symub:
Legendary Creature - Human Wizard 4:symu:, : Counter target spell. Remove that spell from the game instead of putting it into it's owner's graveyard. 4:symb:, : You may play a spell removed from the game by Vexus. You lose life equal to it's converted mana cost. Knowledge gained through sacrifice and immense pain is still knowledge.
2/2
First question: No. No combat damage needs to be dealt (or assigned) for the bleed part to function. In fact, the creature will not deal combat damage (because of the first part of the Fury-Shield).
Second question: The Fury-shield cannot even target that creature if it is not attacking or blocking. So, in answer, Boros Fury-Shield cannot do damage, because it cannot be played on that creature.
Actually, you can just not target your creatures. I know this, because when I play on MTGO, and I play the Red 9th Precon, I sometimes don't target 3 creatures with Panic Attack; ergo, you don't need six targets for Hex, you really only need 1.
Panic Attack reads up to three target creatures. Hex must have 6 legal targets to be played. Although, after it is, it doesn't matter what targets disappear, then (except if all of 'em do, of course )
Am I the only person here who actually likes this idea? I find it interesting and amusing. It's not like this replaces a common or anything in your boosters, guys. It's a free card in your tournament packs! Hardly complete penetration, I would say. A nice little addition, I think, that adds a bit of 'extra'. They are called 'tournament' packs, ya know
Believable fight scenes, you say? No, I don't think so (just a little too acrobatic, methinks) But they were very very cool. Cool and amazing? Definitely. Believable? Not really.
There was a vending machine at my old university, which, if you timed the button-pressing right (and I think there was perhaps something to do with using 50c coins), would give you a two-for-one. And these were bottles, too. I managed to do that several times.
At my new university, however, I tried to put in some 50c coins, but there seemed to be one kinda stuck in the slot. It took a bit of poking them with my keys to dislodge most of them. Lost out on 50c, that time =/
Really, that's nonsense. It's the power, versatility and trickiness of a card that determines the rarity.
Duals (in all senses, I mean, which includes pains and fetchs) are incredibly versatile and powerful mana fixers. This makes them rare. Not because of any other reason (alright, secondary market value has a -little- to do with it. Angry players are no fun). Also, leaving them as rare allows R&D to make slightly worse versions at uncommon and common, without a huge backlash. Look at the stickylands and the taplands: They are both uncommon cycles. If you made painlands uncommon, then these cycles would seem stupid. And if they relegated further cycles like that to common? then you'd have a bucket of them.
Even further, limited would suffer from uncommon painlands. Limited is built around the commons and uncommons. Not the rares. You try and grab the bomb rares where you can, but they're unlikely, and you don't plan for them very much. This is also another good reason to put the painlands and such there. They won't be seen too often, and thus, won't drag down drafts. I'd much prefer to see some beatstick at uncommon than a land.
Personally, I'm quite willing to pay $8 a painland. I know how versatile they are. It's not so much the rarity as the demand, especially for cards in Type 2. They will be around for a long time, and will -always- be worth running. Once you have your playset, that's it. You won't need to get it again. They won't make another cycle as strong (at least until things start rotating out of extended). Even the original duals are fairly worth their prices. This isn't -just- because of their versatility (which is above and beyond the painlands), but because of their rarity, also.
I know a lot of what I've said has been said already ^^; but this is just my little addition.
You do realise that Kokusho will go to the graveyard (and thus, trigger) regardless, right? I would certainly want to bring back Kokusho at the end of the turn (a chance to potentially trigger Kokusho again is bad? )
In Soviet Russia, movie translates you.
No. They are treated as whatever the current Oracle text is for that card. By Name.
I typically play blue and black myself, and in fact, have a UB Toshi deck in the works (alright, right now, it sucks.. I still need more NoSB )
But anyway!
I've even thought of my guildmage card. (and an image, hee)
Vexus, Dimir Guildmage :symub::symub:
Legendary Creature - Human Wizard
4:symu:, : Counter target spell. Remove that spell from the game instead of putting it into it's owner's graveyard.
4:symb:, : You may play a spell removed from the game by Vexus. You lose life equal to it's converted mana cost.
Knowledge gained through sacrifice and immense pain is still knowledge.
2/2
Second question: The Fury-shield cannot even target that creature if it is not attacking or blocking. So, in answer, Boros Fury-Shield cannot do damage, because it cannot be played on that creature.
Panic Attack reads up to three target creatures. Hex must have 6 legal targets to be played. Although, after it is, it doesn't matter what targets disappear, then (except if all of 'em do, of course )
Bah. You people. =/
At my new university, however, I tried to put in some 50c coins, but there seemed to be one kinda stuck in the slot. It took a bit of poking them with my keys to dislodge most of them. Lost out on 50c, that time =/
So, simply put.. if they don't mention your -actual- name and/or login name, it ain't ebay, folks.
Neither Sakashima nor Clone target.
edit: Sarnath'd.
Really, that's nonsense. It's the power, versatility and trickiness of a card that determines the rarity.
Duals (in all senses, I mean, which includes pains and fetchs) are incredibly versatile and powerful mana fixers. This makes them rare. Not because of any other reason (alright, secondary market value has a -little- to do with it. Angry players are no fun). Also, leaving them as rare allows R&D to make slightly worse versions at uncommon and common, without a huge backlash. Look at the stickylands and the taplands: They are both uncommon cycles. If you made painlands uncommon, then these cycles would seem stupid. And if they relegated further cycles like that to common? then you'd have a bucket of them.
Even further, limited would suffer from uncommon painlands. Limited is built around the commons and uncommons. Not the rares. You try and grab the bomb rares where you can, but they're unlikely, and you don't plan for them very much. This is also another good reason to put the painlands and such there. They won't be seen too often, and thus, won't drag down drafts. I'd much prefer to see some beatstick at uncommon than a land.
Personally, I'm quite willing to pay $8 a painland. I know how versatile they are. It's not so much the rarity as the demand, especially for cards in Type 2. They will be around for a long time, and will -always- be worth running. Once you have your playset, that's it. You won't need to get it again. They won't make another cycle as strong (at least until things start rotating out of extended). Even the original duals are fairly worth their prices. This isn't -just- because of their versatility (which is above and beyond the painlands), but because of their rarity, also.
I know a lot of what I've said has been said already ^^; but this is just my little addition.