hi guys, I've been searching for 2 days now to try to find out exactly how long a sleep paralysis card is supposed to last.
one turn? or indefinitely?
I'm really sorry for the dumb question, just picked up my first pack of cards the other day so still learning a lot but I seem to hit a dead end on this card.
any other tips for beginners is appreciated,
jim
I do have someone to play with regularly, though we both started at the same time so we'll be teaching each other.
Sleep Paralysis lasts on the creature as long as the enchantment remains attached to the creature. Some cards are instants or sorceries, and their effects typically last until the end of the turn, but Sleep Paralysis is an enchantment, which is a permanent. It will last until the creature is removed from the battlefield, or the enchantment is.
EDIT: Okay, totally got ninja posted while I was writing this. Sorry for the excessively verbose answer.
Now, the card is not necessarily guaranteed to be tapped the whole time. As is, Sleep Paralysis does a few things:
"Enchant creature": Because it's an Enchantment -- Aura, it'll be attached to a specific creature -- any creature, though with this Aura you'll almost always want to pick an opponent's since it does something bad to the enchanted creature. Note that most Auras attach to creatures, but there are a few that are more specific -- for instance, Faith Unbroken, which enchants only your own creature, or Imprisoned in the Moon, which enchants a land, creature, or planeswalker. Also note that when the creature dies, the Aura is put into your graveyard.
"When Sleep Paralysis enters the battlefield, tap enchanted creature." This happens once, when the card is put into play after you cast it and is put onto a creature. If the creature is already tapped, then nothing happens; however, it's still perfectly legal to put the card on an already-tapped creature, because the next ability still will work.
"Enchanted creature doesn't untap during its controller's untap step." So, to recap: normally your stuff untaps at the start of turn, during the untap step. This says the enchanted creature does not do that; as long as it is tapped, it will most likely stay that way. Conveniently, it was tapped by the previous ability, so with most creatures it means that, as long as the enchantment sticks around, the creature will stay tapped.
There are three main ways to fight this card:
-Destroy the creature: I mean, if the opponent does this then it's a win for you.
-Destroy the Aura: Something like Root Out might destroy your Enchantment--Aura. The creature will not immediately untap, but will from then on untap as normal at the start of its controller's turn.
-Manual untapping: Some cards specifically untap the creature; for instance, Aim High. The creature will, as with any other card, stay untapped for as long as nothing interferes with it, and can block and so on; however, if it is tapped again (from, say, attacking), the Aura's last ability will come back into effect and it will not untap during its controller's untap step at the start of turn.
In short: It sticks on an opponent's creature (usually), taps it at first, and makes sure that they can't normally untap it again at the start of their turn until the Sleep Paralysis is gone. Make sense?
You probably know most of the stuff in this post, but I covered everything I could think of just in case. Feel free to ask for further clarification!
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
perfect.
thanks for the detailed post.
If you don't mind though, I'd love to ask another question about something I've run into yet do not seem to be able to find any info about online.
Madness.
"Cards with madness each have an alternate casting cost that you can only use if you discard them"
ok so I get this whole use after discarding, but I'm totally puzzled by the alternate casting cost, "madness" but where the hell do I get madness? lol
To start with: normally, it costs 1RR. If you cast it normally, during any time you could cast an instant, it costs 1RR. For effects that care about it, its cost is 1RR and has a converted mana cost of 3 (that is, basically the total cost to cast).
When cast normally, "Fiery Temper deals 3 damage to target creature or player". Straightforward. If it is discarded, however, a sequence of events happen:
Madness R (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
The card has madness, a keyword ability. The madness cost is R in this case. You can only cast spells off of discarding if they have the madness ability.
Let's say you discard it to use the ability of Ravenous Bloodseeker. When it is discarded, it temporarily goes into exile. Then, you decide whether to cast it for the Madness cost or put it into the graveyard. If you cast it for the madness cost, it is cast like any other spell, except you get to pay a different price then normal -- the Madness cost rather than the normal cost. If you choose not to cast it -- if, for instance, you don't have the mana available -- it just gets dropped into your graveyard.
It's called an alternate casting cost because, under certain conditions (discarding), you can cast it for an alternate cost. The reason you might want to do this is because, as with Fiery Temper, the madness cost is often cheaper than the normal cost. Note also, by the way, that this lets you cast anything with Madness at the time it is discarded; for instance, normally Murderous Compulsion could only be cast on your turn, but if you discard it and pay its madness cost, it'll be cast regardless of whose turn it is. Finally, it lets you pay for things that need discarding, but still not waste cards.
Hope this makes sense. (And this time I checked if anyone else posted lol).
btw, for these sorts of questions the Magic Rulings forum might be appropriate: http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings. They've got some rules about card tags, but they've also got judges who might be better or precise at explaining than I. (And don't worry about lots of new threads -- they welcome new threads for these things).
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
To post a comment, please login or register a new account.
one turn? or indefinitely?
I'm really sorry for the dumb question, just picked up my first pack of cards the other day so still learning a lot but I seem to hit a dead end on this card.
any other tips for beginners is appreciated,
jim
I do have someone to play with regularly, though we both started at the same time so we'll be teaching each other.
So thats the difference between enchantments and sorcerys
Now, the card is not necessarily guaranteed to be tapped the whole time. As is, Sleep Paralysis does a few things:
"Enchant creature": Because it's an Enchantment -- Aura, it'll be attached to a specific creature -- any creature, though with this Aura you'll almost always want to pick an opponent's since it does something bad to the enchanted creature. Note that most Auras attach to creatures, but there are a few that are more specific -- for instance, Faith Unbroken, which enchants only your own creature, or Imprisoned in the Moon, which enchants a land, creature, or planeswalker. Also note that when the creature dies, the Aura is put into your graveyard.
"When Sleep Paralysis enters the battlefield, tap enchanted creature." This happens once, when the card is put into play after you cast it and is put onto a creature. If the creature is already tapped, then nothing happens; however, it's still perfectly legal to put the card on an already-tapped creature, because the next ability still will work.
"Enchanted creature doesn't untap during its controller's untap step." So, to recap: normally your stuff untaps at the start of turn, during the untap step. This says the enchanted creature does not do that; as long as it is tapped, it will most likely stay that way. Conveniently, it was tapped by the previous ability, so with most creatures it means that, as long as the enchantment sticks around, the creature will stay tapped.
There are three main ways to fight this card:
-Destroy the creature: I mean, if the opponent does this then it's a win for you.
-Destroy the Aura: Something like Root Out might destroy your Enchantment--Aura. The creature will not immediately untap, but will from then on untap as normal at the start of its controller's turn.
-Manual untapping: Some cards specifically untap the creature; for instance, Aim High. The creature will, as with any other card, stay untapped for as long as nothing interferes with it, and can block and so on; however, if it is tapped again (from, say, attacking), the Aura's last ability will come back into effect and it will not untap during its controller's untap step at the start of turn.
In short: It sticks on an opponent's creature (usually), taps it at first, and makes sure that they can't normally untap it again at the start of their turn until the Sleep Paralysis is gone. Make sense?
You probably know most of the stuff in this post, but I covered everything I could think of just in case. Feel free to ask for further clarification!
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
thanks for the detailed post.
If you don't mind though, I'd love to ask another question about something I've run into yet do not seem to be able to find any info about online.
Madness.
"Cards with madness each have an alternate casting cost that you can only use if you discard them"
ok so I get this whole use after discarding, but I'm totally puzzled by the alternate casting cost, "madness" but where the hell do I get madness? lol
To start with: normally, it costs 1RR. If you cast it normally, during any time you could cast an instant, it costs 1RR. For effects that care about it, its cost is 1RR and has a converted mana cost of 3 (that is, basically the total cost to cast).
When cast normally, "Fiery Temper deals 3 damage to target creature or player". Straightforward. If it is discarded, however, a sequence of events happen:
Madness R (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
The card has madness, a keyword ability. The madness cost is R in this case. You can only cast spells off of discarding if they have the madness ability.
Let's say you discard it to use the ability of Ravenous Bloodseeker. When it is discarded, it temporarily goes into exile. Then, you decide whether to cast it for the Madness cost or put it into the graveyard. If you cast it for the madness cost, it is cast like any other spell, except you get to pay a different price then normal -- the Madness cost rather than the normal cost. If you choose not to cast it -- if, for instance, you don't have the mana available -- it just gets dropped into your graveyard.
It's called an alternate casting cost because, under certain conditions (discarding), you can cast it for an alternate cost. The reason you might want to do this is because, as with Fiery Temper, the madness cost is often cheaper than the normal cost. Note also, by the way, that this lets you cast anything with Madness at the time it is discarded; for instance, normally Murderous Compulsion could only be cast on your turn, but if you discard it and pay its madness cost, it'll be cast regardless of whose turn it is. Finally, it lets you pay for things that need discarding, but still not waste cards.
Hope this makes sense. (And this time I checked if anyone else posted lol).
btw, for these sorts of questions the Magic Rulings forum might be appropriate: http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings. They've got some rules about card tags, but they've also got judges who might be better or precise at explaining than I. (And don't worry about lots of new threads -- they welcome new threads for these things).
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.