Hooray for the rules primer! From the Lorwyn product page:
_Lorwyn_(TM) Rules Primer Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe Document last modified August 23, 2007
_Lorwyn_ Prerelease tournaments: September 29-30, 2007 _Lorwyn_ official release date: October 12, 2007 The _Lorwyn_ set becomes legal for sanctioned Constructed play October 20, 2007.
The _Lorwyn_ set contains 301 cards (121 common, 80 uncommon, 80 rare, 20 basic land).
The Rules Primer is intended to support the _Lorwyn_ Prerelease tournaments. It covers major changes to the _Magic: The Gathering_(R) game rules and the most complicated of the set's new mechanics. If the wording of a card contradicts the rules or Oracle, assume that the printed card is correct.
The more comprehensive _Lorwyn_ Frequently Asked Questions (FAQ) document will be posted on <MagicTheGathering.com> on Monday, October 1, 2007. _Lorwyn_ cards will appear in the Gatherer database and the Oracle(TM) card reference at that time. -----
GENERAL NOTES
***Card Type: Planeswalker***
Planeswalker is a new card type. Planeswalkers are powerful allies you can call on to fight by your side.
Garruk Wildspeaker {2}{G}{G} Planeswalker -- Garruk [+1]: Untap two target lands. [-1]: Put a 3/3 green Beast creature token into play. [-4]: Creatures you control get +3/+3 and gain trample until end of turn.
You can play a planeswalker only at the time you could play a sorcery. A planeswalker is a permanent, so when a planeswalker spell resolves, it comes into play under your control. Any spell or ability that affects a permanent (for example, "destroy target permanent") can affect a planeswalker. Note that planeswalkers aren't creatures; if a card says it affects a creature, it won't affect a planeswalker.
_PLANESWALKER SUBTYPES_ Each planeswalker has a subtype. For example, Garruk Wildspeaker says "Planeswalker -- Garruk" on its type line. These subtypes are also called planeswalker types. These are not creature types; they're an independent list.
* If two or more planeswalkers that share a subtype are in play, they're all put into their owners' graveyards as a state-based effect.
_PLANESWALKER LOYALTY_ Loyalty is a characteristic only planeswalkers have. Each planeswalker has a loyalty number printed in the lower right corner of the card. This isn't a power or toughness -- it's a new value.
* A planeswalker comes into play with a number of loyalty counters on it equal to its loyalty number. While a planeswalker is in play, its loyalty is equal to the number of loyalty counters on it, and its printed loyalty number is ignored.
* Damage dealt to a planeswalker results in that many loyalty counters being removed from it; see "Dealing Damage to Planeswalkers" below.
* Playing an ability of a planeswalker causes it to gain or lose loyalty; see "Planeswalker Abilities" below. As a planeswalker loses loyalty, that many loyalty counters are removed from it. As a planeswalker gains loyalty, that many additional counters are put onto it.
* If a planeswalker's loyalty is 0, it's put into its owner's graveyard as a state-based effect.
* While a planeswalker card isn't in play, its loyalty is equal to the number printed in its lower right corner.
_PLANESWALKER ABILITIES_ Each planeswalker in the _Lorwyn_ set has three activated abilities. These abilities have specific restrictions that aren't spelled out on the card, and their costs use a new symbol.
* An ability of a planeswalker may be played only by that planeswalker's controller, and only any time he or she could play a sorcery. A player may play a planeswalker's ability the turn it enters play. A player may not play a planeswalker's ability if any of its abilities have been played already that turn. In other words, you're limited to one ability from each of your planeswalkers during your turn.
* The cost to play a planeswalker's ability is represented by an arrow with a number inside. Up-arrows contain positive numbers, such as "+3"; this means "Put three loyalty counters on this planeswalker." Down-arrows contain negative numbers, such as "-1"; this means "Remove one loyalty counter from this planeswalker." You can't play a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
_PLANESWALKERS IN COMBAT_ Planeswalkers aren't creatures, so they can't attack or block. However, planeswalkers can be attacked.
As the declare attackers step begins, if the defending player controls a planeswalker, the active player declares who or what each attacking creature is attacking: the defending player or one of that player's planeswalkers. All the attacking creatures may attack the same thing, or they may attack different things. If the defending player controls multiple planeswalkers, any or all of them can be attacked during the same combat phase.
As the declare blockers step begins, the defending player declares which creatures he or she controls (if any) are blocking the attacking creatures. The blocking creatures don't care who or what the attackers are attacking.
During the combat damage step, damage from unblocked creatures attacking the defending player, damage from blocked creatures, and damage from blocking creatures is assigned and dealt as normal. Unblocked creatures that are attacking a planeswalker assign and deal their combat damage to that planeswalker, which causes that many loyalty counters to be removed from it. Planeswalkers, like players, don't deal combat damage.
* If a creature with trample is attacking a planeswalker and is blocked, the attacker must assign lethal damage to each blocker, and may assign excess damage to the planeswalker. However, a creature with trample that's attacking a planeswalker can't "trample over" that planeswalker and assign combat damage to the defending player.
* If a planeswalker leaves play or changes controllers, it's removed from combat and stops being attacked. However, a creature that was attacking that planeswalker isn't removed from combat -- it continues to attack. It may be blocked. If it isn't blocked, it remains an attacking creature but assigns no damage during the combat damage step. If it is blocked, it will deal damage to any creature blocking it as normal. If the attacker has trample, the trample ability has no effect because there's nothing for the creature to assign excess damage to.
* In the Two-Headed Giant multiplayer variant, a creature can attack the defending team or attack a planeswalker controlled by either member of that team. A creature attacking a planeswalker can be blocked by creatures controlled by either member of the defending team, not just creatures controlled by the planeswalker's controller.
_DEALING DAMAGE TO PLANESWALKERS_ If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. This is a redirection effect: you choose whether to redirect the damage as the redirection effect is applied, and it's subject to the normal rules for ordering replacement effects. The player affected by the damage chooses the order in which to apply such effects, but the controller of the source of the damage chooses whether the damage is redirected. Note that this redirection can't be applied to combat damage.
* For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. If you do, two loyalty counters are removed from that planeswalker.
* You can't choose to split the damage between a player and a planeswalker. In the Shock example above, you couldn't have Shock deal 1 damage to the player and 1 damage to the planeswalker.
* If a source you control would deal damage to you, you can't have that source deal that damage to one of your planeswalkers instead.
* In a Two-Headed Giant game, damage that would be dealt to a player can't be redirected to a planeswalker his or her teammate controls. -----
***Card Type: Tribal***
Tribal is a card type introduced on one _Future Sight_(TM) card (Bound in Silence). Tribals have creature types even though they're not creatures. Since there are a significant number of tribal cards in the _Lorwyn_ set, the FAQ section bears repeating. The rules for the tribal card type are as follows:
212.8. Tribals
212.8a Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type.
212.8b Tribal subtypes are always single words and are listed after a long dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes is the same as the set of creature types; these subtypes are called _creature types_. Tribals may have multiple subtypes.
* Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so.
* Many _Lorwyn_ cards refer to specific creature types. These cards may affect tribals, depending on what they say and what they do. For example, using "Goblin" as our creature type: -- If a card uses "Goblin" as a noun (that is, without following it with a word like "card" or "spell"), it actually means "Goblin permanent." It can affect any Goblin permanent in play, including a Goblin tribal. -- If a card says just "Goblin creature," it can affect only a Goblin creature in play. It can't affect a tribal. -- If a card says "Goblin card," it can affect any Goblin card not in play, including a Goblin tribal card.
* If a spell asks whether you control a Goblin, it's asking whether you control a Goblin permanent. It won't count Goblin spells you control (including itself).
* If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type.
* When one or more of a permanent's subtypes changes, the new subtype(s) replace any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, spell types, or planeswalker types). It won't affect the subtypes from any other set, and it won't affect the permanent's types.
* If a permanent ceases to be one of its types, the subtypes correlated with that type will remain if they are also the subtypes of a type the permanent currently has; otherwise, they are also removed for the entire time the permanent's type is removed.
* The _Onslaught_(TM) card Artificial Evolution can change the creature types of a tribal.
* Many older cards have received errata in the _Oracle_(TM) card database to work sensibly with tribals. For example, instant and sorcery cards can't come into play. If an older card was printed with a wording that allowed you to put a Goblin card into play, it now specifies that you can put a Goblin permanent card into play. -----
***Keyword Action: Clash***
Clash is a keyword action that creates a mini-contest. You may get a bonus if you win the clash.
Lash Out {1}{R} Instant Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
The official rules for clash are as follows:
501.10. Clash
501.10a To clash, a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library.
501.10b "Clash with an opponent" means "Choose an opponent. You and that opponent each clash."
501.10c A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
* Each _Lorwyn_ card that has clash says to "clash with an opponent." To do this, the following things happen in sequence: 1) The controller of the spell or ability chooses an opponent. (This doesn't target the opponent.) 2) Each player involved in the clash reveals the top card of his or her library. 3) The converted mana costs of the revealed cards are noted. 4) In turn order, each player involved in the clash chooses to put his or her revealed card on either the top or bottom of his or her library. (Note that the player whose turn it is does this first, not necessarily the controller of the clash spell or ability.) When the second player makes this decision, he or she will know what the first player chose. Then all cards are moved at the same time. 5) The clash is over. If one player in the clash revealed a card with a higher converted mana cost than all other cards revealed in the clash, that player wins the clash. 6) If any abilities trigger when a player clashes, they trigger and wait to be put on the stack. 7) The clash spell or ability finishes resolving. That usually involves a bonus gained by the controller of the clash spell or ability if he or she won the clash. 8) Abilities that triggered during the clash are put on the stack.
* There are no draws or losses in a clash. Either you win it or you don't.
* Each spell or ability with clash says what happens if you (the controller of that spell or ability) win the clash. Typically, if you don't win the clash, nothing happens. (Captivating Glance is the exception to this.)
* If no one reveals a card with a higher converted mana cost (for example, each player reveals a card with converted mana cost 2), no one wins the clash.
* An X in a revealed card's mana cost is treated as 0.
* A card without a mana cost (such as a land) has a converted mana cost of 0.
* If one or more of the clashing players reveals a split card, each of the split card's converted mana costs is considered individually. In this way, it's possible for multiple players to win a clash. For example, if Player A reveals a split card with converted mana costs 1 and 3, and Player B reveals a card with converted mana cost 2, they'll both win. (Player A's card has a higher converted mana cost than Player B's card, since 3 is greater than 2. Player B's card has a higher converted mana cost than Player A's card, since 2 is greater than 1.)
* Two cards (Entangling Trap and Rebellion of the Flamekin) have abilities that trigger whenever you clash. These abilities will trigger whenever you're involved in a clash, not just whenever you cause a clash to happen. It doesn't matter whether you win the clash.
* One card (Sylvan Echoes) has an ability that triggers whenever you clash and win. This works the same as the two cards above, except it does matter whether you win the clash. Note that you can win a clash caused by a spell or ability your opponent controls. -----
***Keyword Ability: Changeling***
A card with changeling is all creature types, no matter what zone it's in.
Mirror Entity {2}{W} Creature -- Shapeshifter 1/1 Changeling (This card is every creature type at all times.) {X}: Creatures you control become X/X and gain all creature types until end of turn. The official rules for changeling are as follows:
502.73. Changeling
502.73a Changeling is a characteristic-defining ability. "Changeling" means "This object is every creature type." This ability works in all zones. See rule 405.2.
502.73b Multiple instances of changeling on the same object are redundant.
* Because a card with changeling is every creature type, it will be affected by any spell or ability that affects any creature type, regardless of what that creature type is. And because changeling is a characteristic-defining ability, this is true in all zones. For example, if a card tells you to reveal a Merfolk card from your hand, return a Goblin card from your graveyard to your hand, or gain control of a Goat, you can perform these actions on a card with changeling.
* The rules that govern the interaction of continuous effects state that type-changing effects are applied before effects that add or remove abilities. This causes some unusual things to happen. -- If an effect causes a creature with changeling to lose all creature types, the creature won't lose changeling -- but it will lose all its creature types. -- If an effect causes a creature with changeling to become a new creature type or types, the creature won't lose changeling -- but it won't have all creature types anymore. It will be just the new creature type(s). -- If a card loses the changeling ability, it will still have all creature types. It just won't have changeling.
* Note that effects that grant an object all creature types do *not* give that object changeling. -----
***Keyword Ability: Champion***
Champion allows you to upgrade one permanent into another.
Nova Chaser {3}{R} Creature -- Elemental Warrior 10/2 Trample Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)
The official rules for the champion ability are as follows:
502.72. Champion
502.72a Champion represents two triggered abilities. "Champion an [object]" means "When this permanent comes into play, sacrifice it unless you remove another [object] you control from the game" and "When this permanent leaves play, return the removed card to play under its owner's control."
502.72b The two abilities represented by champion are linked abilities as defined by rule 217.7d.
502.72c A permanent is "championed" by another permanent if the latter removes the former from the game as a result of a champion ability.
* A creature's own champion ability won't allow you to remove that creature from the game.
* If a creature with champion leaves play before its comes-into-play ability resolves, its leaves-play ability will do nothing. Then its comes-into-play ability will resolve. Its controller may remove a permanent of the appropriate quality he or she controls from the game. If the player does, that card won't come back. If the player doesn't, nothing happens (because the creature with champion isn't around to be sacrificed.)
* If a creature with champion loses the champion ability (due to Humble, for example) and then leaves play, champion's leaves-play ability won't trigger. The removed card remains removed from the game.
* All _Lorwyn_ cards with both changeling and champion have "champion a creature." The ability allows you to remove any other creature you control from the game.
* All other _Lorwyn_ cards with champion have "champion a [creature type]." The ability doesn't limit you to creatures. For example, a card with "champion a Kithkin" allows you to remove a Kithkin enchantment from the game. -----
***Keyword Ability: Evoke***
Evoke is an alternative cost. Playing a creature by paying its evoke cost rather than its mana cost causes that creature to be sacrificed when it comes into play. However, this lets you pay a cheaper cost to just get the creature's comes-into-play ability.
Cloudthresher {2}{G}{G}{G}{G} Creature -- Elemental 3/3 Flash Reach (This can block creatures with flying.) When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player. Evoke {2}{G}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
The official rules for the evoke ability are as follows:
502.74. Evoke
502.74a Evoke represents two abilities: a static ability that functions in any zone from which the card can be played, and a triggered ability that functions in play. "Evoke [cost]" means "You may play this card by paying [cost] rather than paying its mana cost" and "When this permanent comes into play, if its evoke cost was paid, its controller sacrifices it." Paying a card's evoke cost follows the rules for paying alternative costs in rules 409.1b and 409.1f–h.
* When you play a spell for its evoke cost, you really are playing the spell -- you're just paying a different cost. The spell can be countered as normal. Effects that prevent you from playing a spell also prevent you from playing the spell with evoke.
* Each _Lorwyn_ creature with evoke has a comes-into-play ability. That means paying the normal cost gets you both the ability and the creature, while paying the evoke cost just gets you the ability.
* Playing a creature by paying its evoke cost will result in two comes-into-play abilities: The sacrifice ability from evoke, and whatever other ability the creature has. The creature's controller chooses in what order to put them on the stack. Both abilities can be responded to as normal.
* Evoke doesn't change the timing of when you can play the creature that has it. If you could play that creature spell only when you could play a sorcery, the same is true for playing it with evoke.
* If a creature spell played with evoke changes controllers before it comes into play, it will still be sacrificed when it comes into play. Similarly, if a creature played with evoke changes controllers after it comes into play but before its sacrifice ability resolves, it will still be sacrificed.
* When you play a spell by paying its evoke cost, its mana cost doesn't change. You just pay the evoke cost instead.
* Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while playing it for its evoke cost, too. That's because they affect the total cost of the spell, not its mana cost.
* Whether evoke's sacrifice ability triggers when the creature comes into play depends on whether the spell's controller chose to pay the evoke cost, not whether he or she actually paid it (if it was reduced or otherwise altered by another ability, for example).
* If you're playing a spell "without paying its mana cost," you can't use its evoke ability. (Then again, you probably wouldn't want to.) -----
***Keyword Ability: Hideaway***
Hideaway, which appears on a cycle of rare _Lorwyn_ lands, lets you hide a card away for later. It also causes the lands to come into play tapped.
Mosswort Bridge Land Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) {T}: Add {G} to your mana pool. {G}, {T}: You may play the removed card without paying its mana cost if creatures you control have total power 10 or greater.
The official rules for the hideaway ability are as follows:
502.75. Hideaway
502.75a Hideaway represents a static ability and a triggered ability. "Hideaway" means "This permanent comes into play tapped" and "When this permanent comes into play, look at the top four cards of your library. Remove one of them from the game face down and put the rest on the bottom of your library in any order. As long as that card remains removed from the game, it may be looked at by any player who has controlled this permanent."
* When a land with hideaway comes into play under your control, you must look at the top four cards of your library and you must remove one of them from the game. If there are fewer than four cards in your library, you look at all of them and remove one from the game.
* The removed card can be looked at by the player who currently controls the hideaway land, as well as by any player who previously controlled that land. The player who controls the activated ability is the player who can play the removed card. It doesn't matter who owns the removed card or who removed it from the game.
* If the land with hideaway leaves play, no one can look at the removed card anymore.
Each _Lorwyn_ land with hideaway also has an activated ability that allows you to play the removed card if certain conditions are met. This ability refers only to the card removed by the hideaway ability.
* The land's last ability allows you to play the removed card as part of the resolution of that ability. Timing restrictions based on the card's type are ignored (for instance, if it's a creature or sorcery). Other play restrictions are not (such as "Play [this card] only during combat").
* If the removed card is a land, you may play it as a result of the last ability only if it's your turn and you haven't already played a land that turn. This counts as your land play for the turn.
* If you are unable to play the removed card due to these or other restrictions (such as having no legal targets for a spell), nothing happens when the land's activated ability resolves, and the card remains removed from the game face down. You can try to play it later by activating the ability again.
* If you play a card "without paying its mana cost" (as the last ability says), you can't pay any alternative costs (such as those from evoke or morph). On the other hand, if the card has additional costs, you may pay those.
* If you play the land's activated ability and an effect causes you to lose control of the land in response, you can still play the removed card as the ability resolves.
* If the card removed with hideaway has been played or has otherwise left the removed-from-the-game zone, playing the hideaway land's last ability will have no effect. -----
***Cycle: Commands***
The _Lorwyn_ set features a cycle of five cards with "Command" in their name. These are modal cards in which you choose two modes rather than one.
Cryptic Command {1}{U}{U}{U} Instant Choose two -- Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.
* A Command works just like a normal modal card, except that you choose two of the modes. The choice is made when you play the spell.
* You must choose two different modes. You can't choose only one mode, and you can't choose the same mode twice.
* The chosen modes will have their effects in the order they appear on the card.
* If a mode has targets, you can't choose that mode unless you can choose legal targets for it. If this prevents you from choosing exactly two modes, you can't play the spell.
* You can choose the same creature or player as a target for both modes, if appropriate. -----
***Cycle: Incarnations***
The _Lorwyn_ set features a cycle of five cards with the creature type Incarnation. These are creatures that get shuffled into your library when they're put into a graveyard.
Dread {3}{B}{B}{B} Creature -- Elemental Incarnation 6/6 Fear Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
* The last ability triggers when the Incarnation is put into its owner's graveyard from any zone, not just from in play.
* Although this ability triggers when the Incarnation is put into a graveyard from play, it doesn't *specifically* trigger on leaving play, so it doesn't behave like other leaves-play abilities. The ability will trigger from the graveyard. -- If the Incarnation had lost this ability while in play (due to Lignify, for example) and then was destroyed, the ability would still trigger and it would get shuffled into its owner's library. -- However, if the Incarnation lost this ability when it was put into the graveyard (due to Yixlid Jailer, for example), the ability wouldn't trigger and the Incarnation would remain in the graveyard.
* If the Incarnation is removed from the graveyard after the ability triggers but before it resolves, it won't get shuffled into its owner's library. Similarly, if a replacement effect has the Incarnation move to a different zone instead of being put into the graveyard, the ability won't trigger at all. -----
All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2007 Wizards.
Scientists have calculated that the chance of anything so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten.
"The universe is not required to be in perfect harmony with human ambition."
"Who are we? We find that we live on an insignificant planet of a humdrum star lost in a galaxy tucked away in some forgotten corner of a universe in which there are far more galaxies than people."
~Carl Sagan
T2:Rafiq ControlWUG EDH:Ramirez Extended:NinjaffinityUXB Peasent: Rites of InitiationUR Themed:Oðinn's ArmyGR Multiplayer[T1.5]:Elves of RivendellG
Oh wow. Wizards bothers highlighting their cycles now as if it was a really big deal. I'm kind of dissappointed commands and incarnations are on the rules primer. It means almost nothing. I am, however, excited about the hideaway lands. These lands have a lot of potential!!! They are worse than basic lands as a mana source but they can be used to cast many high many cost spells.
-- If a card uses "Goblin" as a noun (that is, without following it with a word like "card" or "spell"), it actually means "Goblin permanent." It can affect any Goblin permanent in play, including a Goblin tribal.
hmmm.. I thought it would be the opposite, but that is good to know.
Awesome! This clears up some confusion. For example, Hideaway lands:
* The land's last ability allows you to play the removed card as part of the resolution of that ability. Timing restrictions based on the card's type are ignored (for instance, if it's a creature or sorcery). Other play restrictions are not (such as "Play [this card] only during combat").
Cloudthresher
{2}{G}{G}{G}{G}
Creature -- Elemental
3/3
Flash
Reach (This can block creatures with flying.)
When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player.
Evoke {2}{G}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
Oh wow. Wizards bothers highlighting their cycles now as if it was a really big deal. I'm kind of dissappointed commands and incarnations are on the rules primer. It means almost nothing. I am, however, excited about the hideaway lands. These lands have a lot of potential!!! They are worse than basic lands as a mana source but they can be used to cast many high many cost spells.
They're not highlighting cycles arbitrarily. They highlighted a few cycles that had related rules issues. Like the commands. Knowing whether you can play a command when three of its modes require targets you cannot choose is something important to know. And the incarnations were "highlighted" because of their shuffle ability, which has a couple of odd implications.
The only real surprise in this entire primer is in the clash section, how it treats split cards. BOTH players can win the clash? Bizzare!
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Currently Playing:
Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I wonder if it's another one of those things that got passed off to dev as an absolute pile, so Forsythe or Low added +4/+4 because dev team = good guys. Probably not, but I will continue to vilify Design all the same.
So, I guess the Experiment Kraj/ Make a planeswalker a creature thing works then?:heart::heart::heart: I see no restrictions about non-planeswalkers using planeswalker abilities.
And that Clash/split card thing makes no sense. Why wouldn't it just be the total CMC of the split card?
So, I guess the Experiment Kraj/ Make a planeswalker a creature thing works then?:heart::heart::heart: I see no restrictions about non-planeswalkers using planeswalker abilities.
And that Clash/split card thing makes no sense. Why wouldn't it just be the total CMC of the split card?
Oh well, thanks for the post Natedogg!
Uhh... What? Is there a card that makes a perm into a creature?
As for the splits, I don't see why it matters. Both players can win, which means both get to use their "If you win" effects.
* If the Incarnation is removed from the graveyard after the ability triggers but before it resolves, it won't get shuffled into its owner's library. Similarly, if a replacement effect has the Incarnation move to a different zone instead of being put into the graveyard, the ability won't trigger at all.
Is this why we got the instant-speed Makeshift Mannequin card for reanimator? To reanimate the Incarnations (which you normally can't)?
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If God spoke to you, and commanded you to kill your own children, would you do it?
If your answer is "No," then your morality does not come from God's commandments.
If your answer is "Yes," then please, please reconsider.
So, I guess the Experiment Kraj/ Make a planeswalker a creature thing works then?:heart::heart::heart: I see no restrictions about non-planeswalkers using planeswalker abilities.
And that Clash/split card thing makes no sense. Why wouldn't it just be the total CMC of the split card?
Oh well, thanks for the post Natedogg!
And just how are you going to turn a planeswalker into a creature?
[COLOR=purple]And that Clash/split card thing makes no sense. Why wouldn't it just be the total CMC of the split card?[/COLOR][/color]
Because that's not how the rules work. A split card has two mana costs, and therefore two CMCs. When an effect needs to know its CMC it uses both numbers. So:
1) An effect like Transmute asks if the split card's CMC is X. If either CMC is X, it gets a "yes," because its CMC is X. It also has a CMC that is not X, but that isn't what it asked.
2) An effect like Dark Confidant asks what its CMC is, gets two answers, and uses both of them. If a Hit//Run is revealed, the player loses 3 and 5 life, which is the same as losing 8 life.
Now lets apply this to Clash. Clash says:
501.10c A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
In the example, Player A reveals a card with CMC 2, and Player B reveals a split card with CMCs 1 and 3.
When checking to see if Player A won, it asks: "Did you reveal a card with a higher converted mana cost than all other cards revealed in the Clash?" One other card was revealed, and it had a CMC of 1, and 2 is greater than 1. It also had a CMC of 3, but nobody asked that.
When checking to see if Player B won, it asks: "Did you reveal a card with a higher converted mana cost than all other cards revealed in the Clash?" One other card was revealed, and it had a CMC of 2, and 3 is greater than 2. 1 isn't greater than 2, but it doesn't need to be.
Someone explain to me the wisdom in making Hideaway (a) a keyword (instead of an abilityword), (b) Include "comes into play tapped" - since I could imagine hideaway lands (say colorless) that don't need to come into play tapped, (c) "4" instead of "Hideaway #" Like Bushido's Bushido #?
Oh, wait, yeah... WOTC ****s up keywords at every chance they get. Enjoy changeling... because you can't give it with cards or effects.
Because that's not how the rules work. A split card has two mana costs, and therefore two CMCs. When an effect needs to know its CMC it uses both numbers. So:
1) An effect like Transmute asks if the split card's CMC is X. If either CMC is X, it gets a "yes," because its CMC is X. It also has a CMC that is not X, but that isn't what it asked.
2) An effect like Dark Confidant asks what its CMC is, gets two answers, and uses both of them. If a Hit//Run is revealed, the player loses 3 and 5 life, which is the same as losing 8 life.
Now lets apply this to Clash. Clash says:
501.10c A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
In the example, Player A reveals a card with CMC 2, and Player B reveals a split card with CMCs 1 and 3.
When checking to see if Player A won, it asks: "Did you reveal a card with a higher converted mana cost than all other cards revealed in the Clash?" One other card was revealed, and it had a CMC of 1, and 2 is greater than 1. It also had a CMC of 3, but nobody asked that.
When checking to see if Player B won, it asks: "Did you reveal a card with a higher converted mana cost than all other cards revealed in the Clash?" One other card was revealed, and it had a CMC of 2, and 3 is greater than 2. 1 isn't greater than 2, but it doesn't need to be.
Well, that kind of makes more sense. That's exactly the interaction that had me thinking you normally just totalled the CMC, i.e. erratic mutation revealing a split card.
Not to nitpick, but you don't need luminthread field.
Anyway, I suppose the question is, if Kraj can use the abilities of an artifact creature planeswalker, does it have the same per turn/timing restrictions?
Anyway, I suppose the question is, if Kraj can use the abilities of an artifact creature planeswalker, does it have the same per turn/timing restrictions?
Well even if you use Mycosynth and March of the Machines, then Kraj to copy a Planeswalker's abilities, I would think it would fizzle.
Part of the cost of playing any of the abilities is Loyalty and creatures don't have Loyalty. More specifically the rules state that loyalty tokens are applied to "this planeswalker", and Kraj is not a planeswalker, hence he can't have loyalty tokens added to him. Or that is my assumption at least.
* The cost to play a planeswalker's ability is represented by an arrow with a number inside. Up-arrows contain positive numbers, such as "+3"; this means "Put three loyalty counters on this planeswalker."
This section in the rules primer on Planeswalkers doesn't necessarily cover everything in the comprehensive rules right? Because I'm thinking that if the rules don't explicitly forbid permanents that can be both a Planeswalker and a creature at the same time, such weirdness as, oh, I dunno, "can it block for itself, and if so, is the damage applied to it's toughness, loyalty, or both?" need to be addressed.
This section in the rules primer on Planeswalkers doesn't necessarily cover everything in the comprehensive rules right? Because I'm thinking that if the rules don't explicitly forbid permanents that can be both a Planeswalker and a creature at the same time, such weirdness as, oh, I dunno, "can it block for itself, and if so, is the damage applied to it's toughness, loyalty, or both?" need to be addressed.
That isn't exactly weird. Having an animated 'walker blocking and not losing Loyalty isn't exceptionally funky. You just have to remember that the only time a 'walker loses Loyalty is when unblocked creatures hit it.
Private Mod Note
():
Rollback Post to RevisionRollBack
"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
_Lorwyn_(TM) Rules Primer
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe
Document last modified August 23, 2007
_Lorwyn_ Prerelease tournaments: September 29-30, 2007
_Lorwyn_ official release date: October 12, 2007
The _Lorwyn_ set becomes legal for sanctioned Constructed play October 20, 2007.
The _Lorwyn_ set contains 301 cards (121 common, 80 uncommon, 80 rare, 20 basic land).
The Rules Primer is intended to support the _Lorwyn_ Prerelease tournaments. It covers major changes to the _Magic: The Gathering_(R) game rules and the most complicated of the set's new mechanics. If the wording of a card contradicts the rules or Oracle, assume that the printed card is correct.
The more comprehensive _Lorwyn_ Frequently Asked Questions (FAQ) document will be posted on <MagicTheGathering.com> on Monday, October 1, 2007. _Lorwyn_ cards will appear in the Gatherer database and the Oracle(TM) card reference at that time.
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GENERAL NOTES
***Card Type: Planeswalker***
Planeswalker is a new card type. Planeswalkers are powerful allies you can call on to fight by your side.
Garruk Wildspeaker
{2}{G}{G}
Planeswalker -- Garruk
[+1]: Untap two target lands.
[-1]: Put a 3/3 green Beast creature token into play.
[-4]: Creatures you control get +3/+3 and gain trample until end of turn.
You can play a planeswalker only at the time you could play a sorcery. A planeswalker is a permanent, so when a planeswalker spell resolves, it comes into play under your control. Any spell or ability that affects a permanent (for example, "destroy target permanent") can affect a planeswalker. Note that planeswalkers aren't creatures; if a card says it affects a creature, it won't affect a planeswalker.
_PLANESWALKER SUBTYPES_
Each planeswalker has a subtype. For example, Garruk Wildspeaker says "Planeswalker -- Garruk" on its type line. These subtypes are also called planeswalker types. These are not creature types; they're an independent list.
* If two or more planeswalkers that share a subtype are in play, they're all put into their owners' graveyards as a state-based effect.
_PLANESWALKER LOYALTY_
Loyalty is a characteristic only planeswalkers have. Each planeswalker has a loyalty number printed in the lower right corner of the card. This isn't a power or toughness -- it's a new value.
* A planeswalker comes into play with a number of loyalty counters on it equal to its loyalty number. While a planeswalker is in play, its loyalty is equal to the number of loyalty counters on it, and its printed loyalty number is ignored.
* Damage dealt to a planeswalker results in that many loyalty counters being removed from it; see "Dealing Damage to Planeswalkers" below.
* Playing an ability of a planeswalker causes it to gain or lose loyalty; see "Planeswalker Abilities" below. As a planeswalker loses loyalty, that many loyalty counters are removed from it. As a planeswalker gains loyalty, that many additional counters are put onto it.
* If a planeswalker's loyalty is 0, it's put into its owner's graveyard as a state-based effect.
* While a planeswalker card isn't in play, its loyalty is equal to the number printed in its lower right corner.
_PLANESWALKER ABILITIES_
Each planeswalker in the _Lorwyn_ set has three activated abilities. These abilities have specific restrictions that aren't spelled out on the card, and their costs use a new symbol.
* An ability of a planeswalker may be played only by that planeswalker's controller, and only any time he or she could play a sorcery. A player may play a planeswalker's ability the turn it enters play. A player may not play a planeswalker's ability if any of its abilities have been played already that turn. In other words, you're limited to one ability from each of your planeswalkers during your turn.
* The cost to play a planeswalker's ability is represented by an arrow with a number inside. Up-arrows contain positive numbers, such as "+3"; this means "Put three loyalty counters on this planeswalker." Down-arrows contain negative numbers, such as "-1"; this means "Remove one loyalty counter from this planeswalker." You can't play a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
_PLANESWALKERS IN COMBAT_
Planeswalkers aren't creatures, so they can't attack or block. However, planeswalkers can be attacked.
As the declare attackers step begins, if the defending player controls a planeswalker, the active player declares who or what each attacking creature is attacking: the defending player or one of that player's planeswalkers. All the attacking creatures may attack the same thing, or they may attack different things. If the defending player controls multiple planeswalkers, any or all of them can be attacked during the same combat phase.
As the declare blockers step begins, the defending player declares which creatures he or she controls (if any) are blocking the attacking creatures. The blocking creatures don't care who or what the attackers are attacking.
During the combat damage step, damage from unblocked creatures attacking the defending player, damage from blocked creatures, and damage from blocking creatures is assigned and dealt as normal. Unblocked creatures that are attacking a planeswalker assign and deal their combat damage to that planeswalker, which causes that many loyalty counters to be removed from it. Planeswalkers, like players, don't deal combat damage.
* If a creature with trample is attacking a planeswalker and is blocked, the attacker must assign lethal damage to each blocker, and may assign excess damage to the planeswalker. However, a creature with trample that's attacking a planeswalker can't "trample over" that planeswalker and assign combat damage to the defending player.
* If a planeswalker leaves play or changes controllers, it's removed from combat and stops being attacked. However, a creature that was attacking that planeswalker isn't removed from combat -- it continues to attack. It may be blocked. If it isn't blocked, it remains an attacking creature but assigns no damage during the combat damage step. If it is blocked, it will deal damage to any creature blocking it as normal. If the attacker has trample, the trample ability has no effect because there's nothing for the creature to assign excess damage to.
* In the Two-Headed Giant multiplayer variant, a creature can attack the defending team or attack a planeswalker controlled by either member of that team. A creature attacking a planeswalker can be blocked by creatures controlled by either member of the defending team, not just creatures controlled by the planeswalker's controller.
_DEALING DAMAGE TO PLANESWALKERS_
If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. This is a redirection effect: you choose whether to redirect the damage as the redirection effect is applied, and it's subject to the normal rules for ordering replacement effects. The player affected by the damage chooses the order in which to apply such effects, but the controller of the source of the damage chooses whether the damage is redirected. Note that this redirection can't be applied to combat damage.
* For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. If you do, two loyalty counters are removed from that planeswalker.
* You can't choose to split the damage between a player and a planeswalker. In the Shock example above, you couldn't have Shock deal 1 damage to the player and 1 damage to the planeswalker.
* If a source you control would deal damage to you, you can't have that source deal that damage to one of your planeswalkers instead.
* In a Two-Headed Giant game, damage that would be dealt to a player can't be redirected to a planeswalker his or her teammate controls.
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***Card Type: Tribal***
Tribal is a card type introduced on one _Future Sight_(TM) card (Bound in Silence). Tribals have creature types even though they're not creatures. Since there are a significant number of tribal cards in the _Lorwyn_ set, the FAQ section bears repeating. The rules for the tribal card type are as follows:
212.8. Tribals
212.8a Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type.
212.8b Tribal subtypes are always single words and are listed after a long dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes is the same as the set of creature types; these subtypes are called _creature types_. Tribals may have multiple subtypes.
* Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so.
* Many _Lorwyn_ cards refer to specific creature types. These cards may affect tribals, depending on what they say and what they do. For example, using "Goblin" as our creature type:
-- If a card uses "Goblin" as a noun (that is, without following it with a word like "card" or "spell"), it actually means "Goblin permanent." It can affect any Goblin permanent in play, including a Goblin tribal.
-- If a card says just "Goblin creature," it can affect only a Goblin creature in play. It can't affect a tribal.
-- If a card says "Goblin card," it can affect any Goblin card not in play, including a Goblin tribal card.
* If a spell asks whether you control a Goblin, it's asking whether you control a Goblin permanent. It won't count Goblin spells you control (including itself).
* If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type.
* When one or more of a permanent's subtypes changes, the new subtype(s) replace any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, spell types, or planeswalker types). It won't affect the subtypes from any other set, and it won't affect the permanent's types.
* If a permanent ceases to be one of its types, the subtypes correlated with that type will remain if they are also the subtypes of a type the permanent currently has; otherwise, they are also removed for the entire time the permanent's type is removed.
* The _Onslaught_(TM) card Artificial Evolution can change the creature types of a tribal.
* Many older cards have received errata in the _Oracle_(TM) card database to work sensibly with tribals. For example, instant and sorcery cards can't come into play. If an older card was printed with a wording that allowed you to put a Goblin card into play, it now specifies that you can put a Goblin permanent card into play.
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***Keyword Action: Clash***
Clash is a keyword action that creates a mini-contest. You may get a bonus if you win the clash.
Lash Out
{1}{R}
Instant
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
The official rules for clash are as follows:
501.10. Clash
501.10a To clash, a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library.
501.10b "Clash with an opponent" means "Choose an opponent. You and that opponent each clash."
501.10c A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
* Each _Lorwyn_ card that has clash says to "clash with an opponent." To do this, the following things happen in sequence:
1) The controller of the spell or ability chooses an opponent. (This doesn't target the opponent.)
2) Each player involved in the clash reveals the top card of his or her library.
3) The converted mana costs of the revealed cards are noted.
4) In turn order, each player involved in the clash chooses to put his or her revealed card on either the top or bottom of his or her library. (Note that the player whose turn it is does this first, not necessarily the controller of the clash spell or ability.) When the second player makes this decision, he or she will know what the first player chose. Then all cards are moved at the same time.
5) The clash is over. If one player in the clash revealed a card with a higher converted mana cost than all other cards revealed in the clash, that player wins the clash.
6) If any abilities trigger when a player clashes, they trigger and wait to be put on the stack.
7) The clash spell or ability finishes resolving. That usually involves a bonus gained by the controller of the clash spell or ability if he or she won the clash.
8) Abilities that triggered during the clash are put on the stack.
* There are no draws or losses in a clash. Either you win it or you don't.
* Each spell or ability with clash says what happens if you (the controller of that spell or ability) win the clash. Typically, if you don't win the clash, nothing happens. (Captivating Glance is the exception to this.)
* If no one reveals a card with a higher converted mana cost (for example, each player reveals a card with converted mana cost 2), no one wins the clash.
* An X in a revealed card's mana cost is treated as 0.
* A card without a mana cost (such as a land) has a converted mana cost of 0.
* If one or more of the clashing players reveals a split card, each of the split card's converted mana costs is considered individually. In this way, it's possible for multiple players to win a clash. For example, if Player A reveals a split card with converted mana costs 1 and 3, and Player B reveals a card with converted mana cost 2, they'll both win. (Player A's card has a higher converted mana cost than Player B's card, since 3 is greater than 2. Player B's card has a higher converted mana cost than Player A's card, since 2 is greater than 1.)
* Two cards (Entangling Trap and Rebellion of the Flamekin) have abilities that trigger whenever you clash. These abilities will trigger whenever you're involved in a clash, not just whenever you cause a clash to happen. It doesn't matter whether you win the clash.
* One card (Sylvan Echoes) has an ability that triggers whenever you clash and win. This works the same as the two cards above, except it does matter whether you win the clash. Note that you can win a clash caused by a spell or ability your opponent controls.
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***Keyword Ability: Changeling***
A card with changeling is all creature types, no matter what zone it's in.
Mirror Entity
{2}{W}
Creature -- Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
{X}: Creatures you control become X/X and gain all creature types until end of turn.
The official rules for changeling are as follows:
502.73. Changeling
502.73a Changeling is a characteristic-defining ability. "Changeling" means "This object is every creature type." This ability works in all zones. See rule 405.2.
502.73b Multiple instances of changeling on the same object are redundant.
* Because a card with changeling is every creature type, it will be affected by any spell or ability that affects any creature type, regardless of what that creature type is. And because changeling is a characteristic-defining ability, this is true in all zones. For example, if a card tells you to reveal a Merfolk card from your hand, return a Goblin card from your graveyard to your hand, or gain control of a Goat, you can perform these actions on a card with changeling.
* The rules that govern the interaction of continuous effects state that type-changing effects are applied before effects that add or remove abilities. This causes some unusual things to happen.
-- If an effect causes a creature with changeling to lose all creature types, the creature won't lose changeling -- but it will lose all its creature types.
-- If an effect causes a creature with changeling to become a new creature type or types, the creature won't lose changeling -- but it won't have all creature types anymore. It will be just the new creature type(s).
-- If a card loses the changeling ability, it will still have all creature types. It just won't have changeling.
* Note that effects that grant an object all creature types do *not* give that object changeling.
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***Keyword Ability: Champion***
Champion allows you to upgrade one permanent into another.
Nova Chaser
{3}{R}
Creature -- Elemental Warrior
10/2
Trample
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)
The official rules for the champion ability are as follows:
502.72. Champion
502.72a Champion represents two triggered abilities. "Champion an [object]" means "When this permanent comes into play, sacrifice it unless you remove another [object] you control from the game" and "When this permanent leaves play, return the removed card to play under its owner's control."
502.72b The two abilities represented by champion are linked abilities as defined by rule 217.7d.
502.72c A permanent is "championed" by another permanent if the latter removes the former from the game as a result of a champion ability.
* A creature's own champion ability won't allow you to remove that creature from the game.
* If a creature with champion leaves play before its comes-into-play ability resolves, its leaves-play ability will do nothing. Then its comes-into-play ability will resolve. Its controller may remove a permanent of the appropriate quality he or she controls from the game. If the player does, that card won't come back. If the player doesn't, nothing happens (because the creature with champion isn't around to be sacrificed.)
* If a creature with champion loses the champion ability (due to Humble, for example) and then leaves play, champion's leaves-play ability won't trigger. The removed card remains removed from the game.
* All _Lorwyn_ cards with both changeling and champion have "champion a creature." The ability allows you to remove any other creature you control from the game.
* All other _Lorwyn_ cards with champion have "champion a [creature type]." The ability doesn't limit you to creatures. For example, a card with "champion a Kithkin" allows you to remove a Kithkin enchantment from the game.
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***Keyword Ability: Evoke***
Evoke is an alternative cost. Playing a creature by paying its evoke cost rather than its mana cost causes that creature to be sacrificed when it comes into play. However, this lets you pay a cheaper cost to just get the creature's comes-into-play ability.
Cloudthresher
{2}{G}{G}{G}{G}
Creature -- Elemental
3/3
Flash
Reach (This can block creatures with flying.)
When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player.
Evoke {2}{G}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
The official rules for the evoke ability are as follows:
502.74. Evoke
502.74a Evoke represents two abilities: a static ability that functions in any zone from which the card can be played, and a triggered ability that functions in play. "Evoke [cost]" means "You may play this card by paying [cost] rather than paying its mana cost" and "When this permanent comes into play, if its evoke cost was paid, its controller sacrifices it." Paying a card's evoke cost follows the rules for paying alternative costs in rules 409.1b and 409.1f–h.
* When you play a spell for its evoke cost, you really are playing the spell -- you're just paying a different cost. The spell can be countered as normal. Effects that prevent you from playing a spell also prevent you from playing the spell with evoke.
* Each _Lorwyn_ creature with evoke has a comes-into-play ability. That means paying the normal cost gets you both the ability and the creature, while paying the evoke cost just gets you the ability.
* Playing a creature by paying its evoke cost will result in two comes-into-play abilities: The sacrifice ability from evoke, and whatever other ability the creature has. The creature's controller chooses in what order to put them on the stack. Both abilities can be responded to as normal.
* Evoke doesn't change the timing of when you can play the creature that has it. If you could play that creature spell only when you could play a sorcery, the same is true for playing it with evoke.
* If a creature spell played with evoke changes controllers before it comes into play, it will still be sacrificed when it comes into play. Similarly, if a creature played with evoke changes controllers after it comes into play but before its sacrifice ability resolves, it will still be sacrificed.
* When you play a spell by paying its evoke cost, its mana cost doesn't change. You just pay the evoke cost instead.
* Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while playing it for its evoke cost, too. That's because they affect the total cost of the spell, not its mana cost.
* Whether evoke's sacrifice ability triggers when the creature comes into play depends on whether the spell's controller chose to pay the evoke cost, not whether he or she actually paid it (if it was reduced or otherwise altered by another ability, for example).
* If you're playing a spell "without paying its mana cost," you can't use its evoke ability. (Then again, you probably wouldn't want to.)
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***Keyword Ability: Hideaway***
Hideaway, which appears on a cycle of rare _Lorwyn_ lands, lets you hide a card away for later. It also causes the lands to come into play tapped.
Mosswort Bridge
Land
Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
{T}: Add {G} to your mana pool.
{G}, {T}: You may play the removed card without paying its mana cost if creatures you control have total power 10 or greater.
The official rules for the hideaway ability are as follows:
502.75. Hideaway
502.75a Hideaway represents a static ability and a triggered ability. "Hideaway" means "This permanent comes into play tapped" and "When this permanent comes into play, look at the top four cards of your library. Remove one of them from the game face down and put the rest on the bottom of your library in any order. As long as that card remains removed from the game, it may be looked at by any player who has controlled this permanent."
* When a land with hideaway comes into play under your control, you must look at the top four cards of your library and you must remove one of them from the game. If there are fewer than four cards in your library, you look at all of them and remove one from the game.
* The removed card can be looked at by the player who currently controls the hideaway land, as well as by any player who previously controlled that land. The player who controls the activated ability is the player who can play the removed card. It doesn't matter who owns the removed card or who removed it from the game.
* If the land with hideaway leaves play, no one can look at the removed card anymore.
Each _Lorwyn_ land with hideaway also has an activated ability that allows you to play the removed card if certain conditions are met. This ability refers only to the card removed by the hideaway ability.
* The land's last ability allows you to play the removed card as part of the resolution of that ability. Timing restrictions based on the card's type are ignored (for instance, if it's a creature or sorcery). Other play restrictions are not (such as "Play [this card] only during combat").
* If the removed card is a land, you may play it as a result of the last ability only if it's your turn and you haven't already played a land that turn. This counts as your land play for the turn.
* If you are unable to play the removed card due to these or other restrictions (such as having no legal targets for a spell), nothing happens when the land's activated ability resolves, and the card remains removed from the game face down. You can try to play it later by activating the ability again.
* If you play a card "without paying its mana cost" (as the last ability says), you can't pay any alternative costs (such as those from evoke or morph). On the other hand, if the card has additional costs, you may pay those.
* If you play the land's activated ability and an effect causes you to lose control of the land in response, you can still play the removed card as the ability resolves.
* If the card removed with hideaway has been played or has otherwise left the removed-from-the-game zone, playing the hideaway land's last ability will have no effect.
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***Cycle: Commands***
The _Lorwyn_ set features a cycle of five cards with "Command" in their name. These are modal cards in which you choose two modes rather than one.
Cryptic Command
{1}{U}{U}{U}
Instant
Choose two -- Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.
* A Command works just like a normal modal card, except that you choose two of the modes. The choice is made when you play the spell.
* You must choose two different modes. You can't choose only one mode, and you can't choose the same mode twice.
* The chosen modes will have their effects in the order they appear on the card.
* If a mode has targets, you can't choose that mode unless you can choose legal targets for it. If this prevents you from choosing exactly two modes, you can't play the spell.
* You can choose the same creature or player as a target for both modes, if appropriate.
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***Cycle: Incarnations***
The _Lorwyn_ set features a cycle of five cards with the creature type Incarnation. These are creatures that get shuffled into your library when they're put into a graveyard.
Dread
{3}{B}{B}{B}
Creature -- Elemental Incarnation
6/6
Fear
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
* The last ability triggers when the Incarnation is put into its owner's graveyard from any zone, not just from in play.
* Although this ability triggers when the Incarnation is put into a graveyard from play, it doesn't *specifically* trigger on leaving play, so it doesn't behave like other leaves-play abilities. The ability will trigger from the graveyard.
-- If the Incarnation had lost this ability while in play (due to Lignify, for example) and then was destroyed, the ability would still trigger and it would get shuffled into its owner's library.
-- However, if the Incarnation lost this ability when it was put into the graveyard (due to Yixlid Jailer, for example), the ability wouldn't trigger and the Incarnation would remain in the graveyard.
* If the Incarnation is removed from the graveyard after the ability triggers but before it resolves, it won't get shuffled into its owner's library. Similarly, if a replacement effect has the Incarnation move to a different zone instead of being put into the graveyard, the ability won't trigger at all.
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All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2007 Wizards.
Scientists have calculated that the chance of anything so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten.
Thank youu!!
"Who are we? We find that we live on an insignificant planet of a humdrum star lost in a galaxy tucked away in some forgotten corner of a universe in which there are far more galaxies than people."
~Carl Sagan
T2:Rafiq ControlWUG
EDH:Ramirez
Extended:NinjaffinityUXB
Peasent: Rites of InitiationUR
Themed:Oðinn's ArmyGR
Multiplayer[T1.5]:Elves of RivendellG
I live in a blue state now (NV)
hmmm.. I thought it would be the opposite, but that is good to know.
Thanks for the post.
* The land's last ability allows you to play the removed card as part of the resolution of that ability. Timing restrictions based on the card's type are ignored (for instance, if it's a creature or sorcery). Other play restrictions are not (such as "Play [this card] only during combat").
Hidden cards have Flash, whoo!
I hope that's supposed to be a 7/7!
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They're not highlighting cycles arbitrarily. They highlighted a few cycles that had related rules issues. Like the commands. Knowing whether you can play a command when three of its modes require targets you cannot choose is something important to know. And the incarnations were "highlighted" because of their shuffle ability, which has a couple of odd implications.
The only real surprise in this entire primer is in the clash section, how it treats split cards. BOTH players can win the clash? Bizzare!
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I wonder if it's another one of those things that got passed off to dev as an absolute pile, so Forsythe or Low added +4/+4 because dev team = good guys. Probably not, but I will continue to vilify Design all the same.
Yes, that is a crushing disappointment.
I was wondering on the commands what the order would be. Good to know going into the weekend! Thanks, Natedogg!
And that Clash/split card thing makes no sense. Why wouldn't it just be the total CMC of the split card?
Oh well, thanks for the post Natedogg!
Uhh... What? Is there a card that makes a perm into a creature?
As for the splits, I don't see why it matters. Both players can win, which means both get to use their "If you win" effects.
That's all...
~Nim
Is this why we got the instant-speed Makeshift Mannequin card for reanimator? To reanimate the Incarnations (which you normally can't)?
If your answer is "No," then your morality does not come from God's commandments.
If your answer is "Yes," then please, please reconsider.
And just how are you going to turn a planeswalker into a creature?
Current post- Grand Prix KC Modern Postmortem (7/7/13)
I would assume so. Also, it allows the 5-color legend to reanimate them as well.
Current post- Grand Prix KC Modern Postmortem (7/7/13)
Because that's not how the rules work. A split card has two mana costs, and therefore two CMCs. When an effect needs to know its CMC it uses both numbers. So: Now lets apply this to Clash. Clash says: In the example, Player A reveals a card with CMC 2, and Player B reveals a split card with CMCs 1 and 3.
When checking to see if Player A won, it asks: "Did you reveal a card with a higher converted mana cost than all other cards revealed in the Clash?" One other card was revealed, and it had a CMC of 1, and 2 is greater than 1. It also had a CMC of 3, but nobody asked that.
When checking to see if Player B won, it asks: "Did you reveal a card with a higher converted mana cost than all other cards revealed in the Clash?" One other card was revealed, and it had a CMC of 2, and 3 is greater than 2. 1 isn't greater than 2, but it doesn't need to be.
Edit: Mycosynth Lattice, March of the Machines
Autocard: [card
]Ovinize[/card] = OvinizeOh, wait, yeah... WOTC ****s up keywords at every chance they get. Enjoy changeling... because you can't give it with cards or effects.
Like anything else - Memnarch/Mycosynth Lattice, then March of the Machines.
Not to nitpick, but you don't need luminthread field.
Anyway, I suppose the question is, if Kraj can use the abilities of an artifact creature planeswalker, does it have the same per turn/timing restrictions?
Right, right. Reading cards is tech, etc. It's late.
Autocard: [card
]Ovinize[/card] = OvinizeWell even if you use Mycosynth and March of the Machines, then Kraj to copy a Planeswalker's abilities, I would think it would fizzle.
Part of the cost of playing any of the abilities is Loyalty and creatures don't have Loyalty. More specifically the rules state that loyalty tokens are applied to "this planeswalker", and Kraj is not a planeswalker, hence he can't have loyalty tokens added to him. Or that is my assumption at least.
Current post- Grand Prix KC Modern Postmortem (7/7/13)
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
Actually, if you plan on having any lands left in play, it'd be handy...