Again, read above. I did not say I would cast Unsummon on my Kira, I was stating if my opponent targetted it an Unsummon I can ignore the trigger since it is now optional under 1.4
But wasn't it already clarified a million times, that the possibility of countering an ability makes Kira not fall under this rule? It's not on the list, it's not optional, people. (Though it does make zero sense to exclude abilities in this rule)
Out of interest, can I choose to reveal the top card of my library with Counterbalance, but ignore the countering?
Could I argue that because the counters of my Decree of Silence are linked to the positive effect of countering an opponents spell, I may now ignore the trigger for some spells and wait for important spells?
But the splinter twin combo still works right?
Step 1: tap original to make token
Step 2: tap token to untap original and all previous tokens
Step 3: Goto 1
Edit: Only works with one mana myr obviously,
What if you manage to stick one into a sleeve?
In other news, I really enjoyed Vanguard back then and wondered why they didn't continue producing it. Now I am mostly passively watching Rumor season, but Planechase and ARC make me wanna play again.
In the end, I find Gilder Bairn to be the most fun one. It leaves you open to splahs one of two different colours and it basically goes:
"Shh baby, don't cry!" and Sarkhan is no longer mad but is healthily loyal. After two uses you can draw into pretty much anything without having him commit suicide.
(it helps that he looks like a Teddybear, how can you not become unmad at the sight of that?<3)
Can tapped creatures I control block 1 creature while I control High Ground? If not, then why?
I think my main problem is the meaning of additional: Brainwash for example shows that magic normally allows additional to count even if the original number was zero. Why should High Ground handle it differently?
Very build around me, but thats what lands that are in most cases better than standard lands are for, right? 8/10
Richard Alpert :2mana::symu::symu:
Legendary Creature - Human Advisor
Indestructible
When ~ comes into play or leaves play choose one: Put an island from your hand into play and draw a card; or return target permanent to its owners hand. "It points north, John."
1/1
Task: Do another Lost character.
Task for Non-Lostwatchers:A card that is strictly better than another one, but works in a completely different way. (Strictly in the sense that if it had the same name as the other one it could do exactly that job; same manacost needed)
Mhm, some control tools. More or less all quite annoying if you ask me.
Natural Obstacle
Land
:symtap:: Add to your mana pool.
Remove ~ from the game(, :symtap:?): Target player can't play lands until end of turn.
Protest
Instant
Target player can't play lands until end of turn.
Drainage System
Land
:symtap:: Remove one mana of any color from target players mana pool.
Add one mana of the same color to your mana pool.
Reactionary Forces :symg::symg: (or possibly :symu::symu:, but probably way too strong in blue)
Enchantment
Whenever a player taps a land for mana, his opponents may choose and untap target land. For every action, there is an equal and opposite reaction.
I like your corrections for the green and the black one, but fail to see why the white one doesn't work. Care to elaborate?
It is worded exactly like a charm, with a bit of Harsh Mercy which seems to be able to cope with all players choosing and the options are taken pretty much taken directly from Balance, apart fom a tweak to allow other permanents.
Do I need to spell out every choice without referencing "the same way" because they are supposed to work alone?
Why the copies instead of the choice?
Is it to establish an order in which they are treated?
The rule specifically allows conditional countering and that looks like a condition if i ever saw one.
But wasn't it already clarified a million times, that the possibility of countering an ability makes Kira not fall under this rule? It's not on the list, it's not optional, people. (Though it does make zero sense to exclude abilities in this rule)
Out of interest, can I choose to reveal the top card of my library with Counterbalance, but ignore the countering?
Could I argue that because the counters of my Decree of Silence are linked to the positive effect of countering an opponents spell, I may now ignore the trigger for some spells and wait for important spells?
Left this thread utterly disappointed.
Context-wise this could be a lot.
Edit: Meh, doesn't work, oracle text has it check the power as part of the activated ability. Mean!
Step 1: tap original to make token
Step 2: tap token to untap original and all previous tokens
Step 3: Goto 1
Edit: Only works with one mana myr obviously,
In other news, I really enjoyed Vanguard back then and wondered why they didn't continue producing it. Now I am mostly passively watching Rumor season, but Planechase and ARC make me wanna play again.
"Shh baby, don't cry!" and Sarkhan is no longer mad but is healthily loyal. After two uses you can draw into pretty much anything without having him commit suicide.
(it helps that he looks like a Teddybear, how can you not become unmad at the sight of that?<3)
Add isochron scepter and you have an engine.
A bad one at that... maybe Gilder bairn?
Endure works, too.
I think my main problem is the meaning of additional: Brainwash for example shows that magic normally allows additional to count even if the original number was zero. Why should High Ground handle it differently?
He is wearing some fancy Grafted Wargear.
Can I tell him to get dressed with the same Grafted Wargear again to mill myself? More specifically does he die?
Richard Alpert :2mana::symu::symu:
Legendary Creature - Human Advisor
Indestructible
When ~ comes into play or leaves play choose one: Put an island from your hand into play and draw a card; or return target permanent to its owners hand.
"It points north, John."
1/1
Task: Do another Lost character.
Task for Non-Lostwatchers:A card that is strictly better than another one, but works in a completely different way. (Strictly in the sense that if it had the same name as the other one it could do exactly that job; same manacost needed)
So could I add "(Play this ability as a mana ability)"?
I hoped the fact alone that it adds mana to your pool makes it act like a mana ability?
Natural Obstacle
Land
:symtap:: Add to your mana pool.
Remove ~ from the game(, :symtap:?): Target player can't play lands until end of turn.
Protest
Instant
Target player can't play lands until end of turn.
Drainage System
Land
:symtap:: Remove one mana of any color from target players mana pool.
Add one mana of the same color to your mana pool.
Reactionary Forces :symg::symg: (or possibly :symu::symu:, but probably way too strong in blue)
Enchantment
Whenever a player taps a land for mana, his opponents may choose and untap target land.
For every action, there is an equal and opposite reaction.
It is worded exactly like a charm, with a bit of Harsh Mercy which seems to be able to cope with all players choosing and the options are taken pretty much taken directly from Balance, apart fom a tweak to allow other permanents.
Do I need to spell out every choice without referencing "the same way" because they are supposed to work alone?
Why the copies instead of the choice?
Is it to establish an order in which they are treated?