X is part of the mana cost itself (i.e. what's printed in the upper corner), so it's part of what you circumvent paying when you pay an alternative cost instead of the mana cost. You don't get to pay the difference, which is why the rule that says X must be 0 on something like Fireball exists, otherwise you'd be able to pick an arbitrarily large number and not pay it. As for converted mana cost, that's an information about the card that's derived from the mana cost. When the mana cost includes an X, for the purpose of calculating converted mana cost, X is treated as 0 except when the card is a spell on the stack and an X has been defined for it, then you use the value chosen for X.Quote from Nick Kaioken »So this is different than say Fireball, because X is defined by the card you're countering? I guess that makes sense, but why does the cmc change? Shouldn't it still be 1, then you pay the difference?
EDIT:
Quote fromIf we apply the "follow instructions in the order written" principle to rule 601.2b then the conclusion appears to be that you define X and then choose whether to use an alternate cost, in which case As Foretold has to be able to cover the full CMC with X included to be usable. Is this correct?
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If both creature cards have undying, then the combined creature has two instances of undying, each of which refers to the creature card it's on. So they would both trigger and return their respective cards.
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Enraged Scorpion 1B
Creature - Scorpion
Morph B
Deathtouch
If a creature an opponent controls would fight another creature you control, it fights Enraged Scorpion instead.
1/1
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This ruling specifically refers to how you determine an object's converted mana cost. Additional costs don't factor in. Using Rite of Replication as an example, its CMC is 4 under all circumstances. It doesn't become 9 when you kick it.
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I'll use Conversion again as the proof that this works - the effect "All Mountains are Plains" makes Mountains stop being Mountains, and the only way this card can work is if it can lock in what objects it applies to and stop caring whether they qualify after the effect has been applied.
The thing to watch out for (and likely the reason we don't see effects like this on actual cards much) is that this sort of effect is highly likely to create dependencies, which are an area of the rules that tend to be pretty unintuitive. For instance, if you had a Knight of the Masses and a Glorious Anthem on the field, a Glory Seeker would be a 3/3 regardless of the timestamp order of the effects; this is because applying Anthem's effect can change what objects the Knight's effect is able to apply to, which creates a dependency and forces Anthem's effect to apply first. Additionally, because power and toughness changing effects from continuous effects are applied before power and toughness changes effects from counters (the former is layer 7c, the latter is layer 7d) you would apply the Knight's effect before the effect of counters - for example, a Champion of the Parish gets the bonus even if it has half a dozen +1/+1 counters on it, while a Kitchen Finks that has persisted would not get the bonus even though it's a 2/1 creature.
Continuous effects don't invoke themselves repeatedly. Knight of the Masses wouldn't make a 0/1 creature into a 3/1 creature for the same reason that Glorious Anthem doesn't turn all your creatures into Infinity/Infinity creatures.
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As with any other ability, Terastodon's effects are carried out in the order written. First the targeted permanents are destroyed - and the instant this happens, Vedalken Shackles' control-change effect ends and your opponent regains control of Thalia - and then the tokens are created. So Thalia is under your opponent's control at the point that the game is deciding whether any replacement effects apply to the token creation.
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This is also true of spells and abilities that would deal noncombat damage directly to a planeswalker such as Magmaquake or Chandra's Defeat - if the damage isn't headed for the player first, Delaying Shield will do nothing.
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(Of course, they could just do the loop again at the first opportunity on the next turn, after the Haze's effect has ended, so there's that.)