BTW, would Doubling Season ADD twice the loyalty counter, if adding the counter is a cost, and not an effect? I can't find anywhere how does Doubling Season interact with Bloodletter Quill...
No, it doesn't effect costs. If it isn't activated, triggered, or replacement, Doubling Season won't affect it.
People are also forgetting that walkers are an instant 2 for 1.
I play the green walker create a 3/3 even if my opponent shocks it I still have the 3/3 in play heck even if they manage to attack it with a 2/2 I have still got a 3/3 plus prevented 2 damage to myself for GG2 that seems pretty decent to me.
The loyalty counter addition/subtraction on a planeswalker is a cost, so depending on the skill of the player with the planeswalker at reading what you can do, you might not be so lucky:
opp: play garruk 1st main
opp: keep priority, use untap ability at sorcery speed (the loyalty counter is put on as part of the cost)
you: in response, incinerate a +4 garruk, oops
or
opp: play garruk 1st main
opp: pass priority, move to combat
you: beginning combat, incinerate garruk
Note how it says that there can't be two planeswalkers with the same type. For example, there could be a planeswalker with two versions of itself, representing changes in plot, that have the same Type.
Like this:
Victor, Cool Guy 2GG
Planeswalker - Victor
+1: Put a 1/1 green saproling into play
-2: Forests make GG this turn instead of their normal stuff.
{Rest of his Stats}
Victor, Bitter Angry Guy 1BRR
Planeswalker - Victor
+1: 2 damage to target creature. It's RFG.
-2: destroy two forests.
{stats here.}
And you can't have both of them. I think that's a cool idea.
Like I said a long time ago. "If they are like this they are just enchantments that die easier" Ho-hum, time for an avvy change . But, it really isn't that big of a deal. The green one is decent enough to be playable in a deck though the black one is trashy. I am really wondering now what makes the other 3 good in concerns with their first two abilities. I for one could care less about the third ability on either of those guys.
You can't revolve a deck using their third ability just yet until they show us some loyalty manipulation cards. (outside of Clockspinning)
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Does anyone know why they didn't just make them Legendary? Or just "build it in," which they did anyway, but omit the type?
I feel patronized with the cards telling me the PW's first name twice. Very inelegant. There had better be a very good rules reason I'm totally missing. The only possible reason I can think of is if eventually they want to make multiple PW's with type "Liliana" or "Garruk" and I can have a Garruk deck with 10 of them, which is just stupid.
Private Mod Note
():
Rollback Post to RevisionRollBack
"I'm sure it came with the place. I don't think you build one on purpose." —Gerrard Flavour text from Bottomless Pit.
Since the first batch of PW are Rare, will there a chance someday that we'll see an uncommon and common PW? I could see an uncommon PW having little stats and mediocre to ok abilities (probably max 2 abilities one +,one -) and common ones would only have 1 ability and are always - costed.
Going by the Planeswalker subtype, instead of evolutuion lets say we get a devolution:
Liliana Vess, the Repentant 1WW
Planeswalker - Liliana
Uncommon
- ability
+ ability
Loyalty 2
Private Mod Note
():
Rollback Post to RevisionRollBack
Good news! Right handed people live 9 years longer than their left handed counterparts!
....Wait, I'm a LEFTIE!!!
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling and good sentence structure, then copy this into your signature.
Planewalkers are just glorified enchantments. They can be destroyed just as easy as enchantments, only through new complicated rules.
Frankly, I don't think planewalkers add anything to the game. They could have been enchantments, but the amount of text to make them functionally identical (save for the "you can attack planewalkers" part that is actually the real inovation here) would make them unprintable.
so hmmm how do cards like story circle, honorable passage and any other damage prevention spell works? since you are being targeted can you play this is response? and neutralize it? or does activating the effect grant the opponent the chance of redirecting the damage? because most of this things say prevent the next damage that would be directed to you...which means the prevention takes place the moment you take damage which doesnt happen since you are redirecting it to their walkers...
i can see the prerelease motto for lorwyn now: Planeswalkers....im confused...JUDGE!!!!!
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Does anyone know why they didn't just make them Legendary? Or just "build it in," which they did anyway, but omit the type?
I feel patronized with the cards telling me the PW's first name twice. Very inelegant. There had better be a very good rules reason I'm totally missing. The only possible reason I can think of is if eventually they want to make multiple PW's with type "Liliana" or "Garruk" and I can have a Garruk deck with 10 of them, which is just stupid.
As far as Prerelease goes, I think any judge who doesn't tell his or her flight to read the rules insert in the Tourney Pack about Planeswalkers is very silly. (Yes, I know drafts are a different case since there aren't any of those inserts...)
People seem to be confused about this, so let's clear this up - if you have a PW out, your opponent shocks you, and you healing salve yourself, you decide which order to apply the replacement effects in. This means you can prevent the damage before it's redirected to one of your planeswalkers. However you can also choose to let him redirect it first, in which case the damage will only be prevented if he deals it to you.
Oh, that simple?
This sorta seemed like a bad idea to start, started seeming like a decent idea when they started previewing cards, but they totally lost me somewhere in the combat rules... the trample interactions and where trample damage goes, not to mention all forms of damage prevention and redirection, they SCREAM "gimmick" for the sake of gimmick. And I'm not happy to say that, nor am I happy to be forced to learn (and eventually explain) the rules for these things.
[15:48] <heero> can I ask a question about planeswalkers + doubling season?
[15:48] <@LeeSharpe> yes (and the answer is yes)
[15:49] <+Clariax> !doubling season
[15:49] <@Datatog> Doubling Season {4G} |Enchantment| If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play instead. / If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. RAV-R [Vin Leg Ext Std legal.]
[15:49] <heero> as in would they come into play with 2x counters, and does a +loyalty ability put twice as many loyalty counters on it?
[15:49] <heero> so yes to both?
[15:49] <+EliShffrn> yes
[15:49] <@LeeSharpe> yes!
[15:49] <heero> thanks
[15:49] <@LeeSharpe> actually
[15:49] <@LeeSharpe> no
[15:49] <+Clariax> answer should be no to the second
[15:49] <@LeeSharpe> yes it CIP with 2x
[15:49] <@LeeSharpe> but no to the +N abilities
[15:49] <+Clariax> it's a cost, not an effect that puts counters on
[15:49] <+EliShffrn> Adding them is a cost, eh?
[15:49] <@LeeSharpe> yeah
[15:50] <heero> ah
[15:50] <@LeeSharpe> it's still [cost]: [effect]
[15:50] <cerealbox> what else adds counters as a cost
[15:50] <@LeeSharpe> the cost is just listed weird
[15:50] <+Clariax> wall of roots
So using an ability of the planeswalker (and putting the counters on it) is a COST, and doubling season says "If an effect would place..." rather than "If a cost would place...". But it does at least come into play with twice as many loyalty counters...
This sorta seemed like a bad idea to start, started seeming like a decent idea when they started previewing cards, but they totally lost me somewhere in the combat rules... the trample interactions and where trample damage goes, not to mention all forms of damage prevention and redirection, they SCREAM "gimmick" for the sake of gimmick. And I'm not happy to say that, nor am I happy to be forced to learn (and eventually explain) the rules for these things.
-E
It's not that far removed from attacking players in multiplayer:
If your Spectral Force is going for someone's face, only another player somehow kills them first (gogo burn), Spectral Force sits there looking stupid. It's not like it tramples through to any of the other players.
Similar concept, only a bit weirder since you're attacking a card rather than a physical person sitting there. If what/who you're attacking is gone from the game somehow before combat damage, nothing basically happens. That's really all there is to it.
For the purposes of combat, treat Planeswalkers like players. The same applies to them that it does for players, in a nutshell.
This sorta seemed like a bad idea to start, started seeming like a decent idea when they started previewing cards, but they totally lost me somewhere in the combat rules... the trample interactions and where trample damage goes, not to mention all forms of damage prevention and redirection, they SCREAM "gimmick" for the sake of gimmick.
What's complicated about the trample rules? They work exactly as if they were a teammate player: the creature can trample over blockers (exactly as normal) but can't also trample over the "teammate"/planeswalker taking that damage onto you (again, exactly as normal).
The damage prevention shield thing is a little weird, but it's only ever an issue if someone plays it the dumb way -- normally, a player will always just play the DP and have it take effect first, preventing the burn no matter what.
It's not the direct-damage that I'm mad about, it's the fact that your Planeswalker can be attacked by creatures and it can't deal damage back... how stupid is that? Personally, how often does a Planeswalker get attacked and not do something else back to what's hitting them... then again, with these "neo planeswalkers" (after the mending of the rifts), It's expected that they are to suck.
I personally felt a bad thing coming when I read that Planeswalker can basically no longer 'walk... that's why they are called PlanesWALKERs, not "lots-o-mana-and-knows-lots-of-spells-guys"... I mean, this is totally cheap... players have always wanted Planeswalkers in the game, but c'mon... this just outright sucks.
So you can only use their abilities once during your turn, since they're sorcery speed... that's fine. The whole "redirecting damage" from a player to his Planeswalker... wtf? That's rediculous, especially since you don't get to decide... which doe not make much sense being that it's YOUR planeswalker, not your opponents.
The worst part is not being able to attack/block. If you're going to invest that much mana into a card, you'd better hope that they're good. It's completely stupid that they can be attacked (and not do damage back!) yet they can't even attack either. I think their P/T should be based on their Loyalty counters... that's totally fair. At the price you have to pay, they shouldn't be so frail.... They are frail. None of their abilities protect them or hurt other creatures (so far, the two we've seen.) I really just Lilana Vess as being used because of Vampiric Tutor... that's the best ability she has.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In response to your Brainstorm, I use Vedalken Orrery to play Chains of Mephistopheles as an instant."
-- Duncan McGregor, DCI L3 Judge, while playing his "judgebreaker" deck in an IRL EDH game
Personally, how often does a Planeswalker get attacked and not do something else back to what's hitting them...
I dunno... how about "every time creatures attack you (the player) and you let them damage you without doing a point of damage in return"?
The whole "redirecting damage" from a player to his Planeswalker... wtf? That's rediculous, especially since you don't get to decide... which doe not make much sense being that it's YOUR planeswalker, not your opponents.
It's the way (and by far the most elegant solution possible) to let burn spells hit planeswalkers, not "really" a redirection effect per se.
The type like "Liliana" is not so they can remake the same Liliana in a later set but to show that you can only have one of them out. They just didn't want to make them all legendary because they wouldn't be any non legendary ones so it'd be redundant.
It's not the direct-damage that I'm mad about, it's the fact that your Planeswalker can be attacked by creatures and it can't deal damage back... how stupid is that? Personally, how often does a Planeswalker get attacked and not do something else back to what's hitting them...
So, how much damage do players do when they get attacked by creatures? What's that? Players don't have power and don't deal damage to creatures that attack them? Fancy that!
The whole "redirecting damage" from a player to his Planeswalker... wtf? That's rediculous, especially since you don't get to decide... which doe not make much sense being that it's YOUR planeswalker, not your opponents.
So, if your opponent plays Shock targetting one of your creatures, you should be able to decide which creature they target? After all, they're YOUR creatures, not your opponent's!
My question is how the damage prevention would work in relation to a redirection effect (which is what we're being told the direct damage spell is now with PW's...i.e. You cast Incinerate targeting ME, at resolution you can redirect the damage to my PW)
Hypothetical Scenario:
Player 1: I'll cast Incinerate targeting Player 2.
Player 2: In response, I'll cast Healing Salve targeting myself.
Player 1: Okay...I'll let it go...no more spells on the stack...now resolution...are you targeting yourself with the Salve or Liliana Vess/ Garruk?
Player 2: Ummmmm...wow...this sucks...but I really want to build up Liliana's loyalty...okay...I'll redirect the Healing Salve upon resolution to Liliana.
Player 1: Okay...Incinerate resolves...I'll target you directly...even though I was going to target Liliana originally...
So now direct damage 2-fers with damage prevention? Again...holy crap...what options.
His post here. too big to quote and not look bad...I don't mean that as in he's bad or his post is spelled bad or anything, just that's it's a wall of text that doesn't need to be seen again
If they could attack and do damage like creatures, they would be creatures with a new subtype. It's like saying that it's bad because you can't tap it for mana...ok not like that.
Lets get into this endless thing where players are planeswalkers: Why can't we just slap a card off the table saying that we can because we are almighty planeswalkers?
Just saying that new cards do new things and aren't going to do everything that other cards do.
So, if your opponent plays Shock targetting one of your creatures, you should be able to decide which creature they target? After all, they're YOUR creatures, not your opponent's!
I've been fighting for that from the start. NERF RED! BAN MOUNTAIN!
People seem to be confused about this, so let's clear this up - if you have a PW out, your opponent shocks you, and you healing salve yourself, you decide which order to apply the replacement effects in. This means you can prevent the damage before it's redirected to one of your planeswalkers. However you can also choose to let him redirect it first, in which case the damage will only be prevented if he deals it to you.
heh, this does mean that Healing salve and other prevention spells/abilities, now have more use!! if pws catch on
Does anyone know why they didn't just make them Legendary? Or just "build it in," which they did anyway, but omit the type?
I feel patronized with the cards telling me the PW's first name twice. Very inelegant. There had better be a very good rules reason I'm totally missing. The only possible reason I can think of is if eventually they want to make multiple PW's with type "Liliana" or "Garruk" and I can have a Garruk deck with 10 of them, which is just stupid.
I think because flavourwise a planeswalker can choose the form they want to be represented but are still essentially the very same planeswalker. Though I am not sure if the powered down walkers can do this...
Has #mtgjudge said anything about prevention effects?
I'd imagine if I Bandage myself in response to Shock, a Planeswalker only takes 1 damage, whereas Withstand will take Incinerate out of the picture.
[16:12] <heero> if I get targetted by shock, and play bandage in response with a planeswalker in play, what happens?
[16:12] <+EliShffrn> You choose the order of the replacement effects
[16:12] <@LeeSharpe> the player being dealt the damage chooses how to order the replacement effects
[16:12] <heero> can I prevent 1 point of damage before it can be redirected to my planeswalker?
[16:12] <@LeeSharpe> so yes, you can do that
[16:13] <@LeeSharpe> though the person will know you chose this before deciding whether or not to redirect it
[16:15] <@LeeSharpe> you can do it in one of two ways:
[16:16] <@LeeSharpe> 1) let him apply the redirection first, in which case if it's redirected to the planeswalker bandage never applies, but if he doesn't redirect it does
[16:16] <@LeeSharpe> 2) apply the prevention first, and then it will apply regardless of whether or not he redirects
[16:16] <@LeeSharpe> in most cases (2) is better
Player A plays Incinerate targeting Player 1 (who controls a 'walker).
Player 1 player Healing Salve targeting herself.
Incinerate begins to resolve and two replacement effects attached to it: Dealing its damage to either the player or the 'walker, and the damage prevention.
Player 1 stacks the effects so the damage prevention takes effect first.
Incinerate's damage is prevented, so there's no damage to direct at the 'walker anyway.
Everyone walks away happy (except for Player A, since they wasted an Incinerate).
EDIT: And yes, giving yourself shroud will shield your 'walkers from targeted burn. Since you can't be targeted with the burn spell, that burn spell won't be able to redirect its damage, since it can't be played on you in the first place.
So I assume with Ivory Mask your planeswalkers are safe from burn spells?
And the abilities of the Planeswalkers can't be Stifle? I thought they are activated abilities?
And since they are activated abilities, won't Doubling Season effectively doubles the loyalty counters when each time the ability is activated?
Questions, questions, questions... I just hope they don't do a creature that can shapeshift into a Planeswalker. More rules headache.
In order:
By the rules posted, yes Ivory Mask saves them too. (I love you True Believer)
Yes, they can be stifled. They're explicitly called activated abilities. Those spells and effects (such as Azorius Guildmage) apparently work against them.
No, it will NOT double the counters whenever you activate one of their abilities. Doubling Season doubles the EFFECTS that put them on, not the COSTS that put them on. Subtle, yet important difference. Read the explanation earlier from the #mtgjudge channel.
No, it doesn't effect costs. If it isn't activated, triggered, or replacement, Doubling Season won't affect it.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
I play the green walker create a 3/3 even if my opponent shocks it I still have the 3/3 in play heck even if they manage to attack it with a 2/2 I have still got a 3/3 plus prevented 2 damage to myself for GG2 that seems pretty decent to me.
The loyalty counter addition/subtraction on a planeswalker is a cost, so depending on the skill of the player with the planeswalker at reading what you can do, you might not be so lucky:
opp: play garruk 1st main
opp: keep priority, use untap ability at sorcery speed (the loyalty counter is put on as part of the cost)
you: in response, incinerate a +4 garruk, oops
or
opp: play garruk 1st main
opp: pass priority, move to combat
you: beginning combat, incinerate garruk
Like this:
Victor, Cool Guy 2GG
Planeswalker - Victor
+1: Put a 1/1 green saproling into play
-2: Forests make GG this turn instead of their normal stuff.
{Rest of his Stats}
Victor, Bitter Angry Guy 1BRR
Planeswalker - Victor
+1: 2 damage to target creature. It's RFG.
-2: destroy two forests.
{stats here.}
And you can't have both of them. I think that's a cool idea.
You can't revolve a deck using their third ability just yet until they show us some loyalty manipulation cards. (outside of Clockspinning)
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
I feel patronized with the cards telling me the PW's first name twice. Very inelegant. There had better be a very good rules reason I'm totally missing. The only possible reason I can think of is if eventually they want to make multiple PW's with type "Liliana" or "Garruk" and I can have a Garruk deck with 10 of them, which is just stupid.
Flavour text from Bottomless Pit.
Going by the Planeswalker subtype, instead of evolutuion lets say we get a devolution:
Liliana Vess, the Repentant 1WW
Planeswalker - Liliana
Uncommon
- ability
+ ability
Loyalty 2
....Wait, I'm a LEFTIE!!!
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling and good sentence structure, then copy this into your signature.
Frankly, I don't think planewalkers add anything to the game. They could have been enchantments, but the amount of text to make them functionally identical (save for the "you can attack planewalkers" part that is actually the real inovation here) would make them unprintable.
Planewalkers = meh.
Mike
i can see the prerelease motto for lorwyn now: Planeswalkers....im confused...JUDGE!!!!!
As far as Prerelease goes, I think any judge who doesn't tell his or her flight to read the rules insert in the Tourney Pack about Planeswalkers is very silly. (Yes, I know drafts are a different case since there aren't any of those inserts...)
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Oh, that simple?
This sorta seemed like a bad idea to start, started seeming like a decent idea when they started previewing cards, but they totally lost me somewhere in the combat rules... the trample interactions and where trample damage goes, not to mention all forms of damage prevention and redirection, they SCREAM "gimmick" for the sake of gimmick. And I'm not happy to say that, nor am I happy to be forced to learn (and eventually explain) the rules for these things.
-E
[15:48] <heero> can I ask a question about planeswalkers + doubling season?
[15:48] <@LeeSharpe> yes (and the answer is yes)
[15:49] <+Clariax> !doubling season
[15:49] <@Datatog> Doubling Season {4G} |Enchantment| If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play instead. / If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. RAV-R [Vin Leg Ext Std legal.]
[15:49] <heero> as in would they come into play with 2x counters, and does a +loyalty ability put twice as many loyalty counters on it?
[15:49] <heero> so yes to both?
[15:49] <+EliShffrn> yes
[15:49] <@LeeSharpe> yes!
[15:49] <heero> thanks
[15:49] <@LeeSharpe> actually
[15:49] <@LeeSharpe> no
[15:49] <+Clariax> answer should be no to the second
[15:49] <@LeeSharpe> yes it CIP with 2x
[15:49] <@LeeSharpe> but no to the +N abilities
[15:49] <+Clariax> it's a cost, not an effect that puts counters on
[15:49] <+EliShffrn> Adding them is a cost, eh?
[15:49] <@LeeSharpe> yeah
[15:50] <heero> ah
[15:50] <@LeeSharpe> it's still [cost]: [effect]
[15:50] <cerealbox> what else adds counters as a cost
[15:50] <@LeeSharpe> the cost is just listed weird
[15:50] <+Clariax> wall of roots
So using an ability of the planeswalker (and putting the counters on it) is a COST, and doubling season says "If an effect would place..." rather than "If a cost would place...". But it does at least come into play with twice as many loyalty counters...
It's not that far removed from attacking players in multiplayer:
If your Spectral Force is going for someone's face, only another player somehow kills them first (gogo burn), Spectral Force sits there looking stupid. It's not like it tramples through to any of the other players.
Similar concept, only a bit weirder since you're attacking a card rather than a physical person sitting there. If what/who you're attacking is gone from the game somehow before combat damage, nothing basically happens. That's really all there is to it.
For the purposes of combat, treat Planeswalkers like players. The same applies to them that it does for players, in a nutshell.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
What's complicated about the trample rules? They work exactly as if they were a teammate player: the creature can trample over blockers (exactly as normal) but can't also trample over the "teammate"/planeswalker taking that damage onto you (again, exactly as normal).
The damage prevention shield thing is a little weird, but it's only ever an issue if someone plays it the dumb way -- normally, a player will always just play the DP and have it take effect first, preventing the burn no matter what.
I'd imagine if I Bandage myself in response to Shock, a Planeswalker only takes 1 damage, whereas Withstand will take Incinerate out of the picture.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
I personally felt a bad thing coming when I read that Planeswalker can basically no longer 'walk... that's why they are called PlanesWALKERs, not "lots-o-mana-and-knows-lots-of-spells-guys"... I mean, this is totally cheap... players have always wanted Planeswalkers in the game, but c'mon... this just outright sucks.
So you can only use their abilities once during your turn, since they're sorcery speed... that's fine. The whole "redirecting damage" from a player to his Planeswalker... wtf? That's rediculous, especially since you don't get to decide... which doe not make much sense being that it's YOUR planeswalker, not your opponents.
The worst part is not being able to attack/block. If you're going to invest that much mana into a card, you'd better hope that they're good. It's completely stupid that they can be attacked (and not do damage back!) yet they can't even attack either. I think their P/T should be based on their Loyalty counters... that's totally fair. At the price you have to pay, they shouldn't be so frail.... They are frail. None of their abilities protect them or hurt other creatures (so far, the two we've seen.) I really just Lilana Vess as being used because of Vampiric Tutor... that's the best ability she has.
-- Duncan McGregor, DCI L3 Judge, while playing his "judgebreaker" deck in an IRL EDH game
I dunno... how about "every time creatures attack you (the player) and you let them damage you without doing a point of damage in return"?
It's the way (and by far the most elegant solution possible) to let burn spells hit planeswalkers, not "really" a redirection effect per se.
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
So, if your opponent plays Shock targetting one of your creatures, you should be able to decide which creature they target? After all, they're YOUR creatures, not your opponent's!
Hypothetical Scenario:
Player 1: I'll cast Incinerate targeting Player 2.
Player 2: In response, I'll cast Healing Salve targeting myself.
Player 1: Okay...I'll let it go...no more spells on the stack...now resolution...are you targeting yourself with the Salve or Liliana Vess/ Garruk?
Player 2: Ummmmm...wow...this sucks...but I really want to build up Liliana's loyalty...okay...I'll redirect the Healing Salve upon resolution to Liliana.
Player 1: Okay...Incinerate resolves...I'll target you directly...even though I was going to target Liliana originally...
So now direct damage 2-fers with damage prevention? Again...holy crap...what options.
Cheers,
Austin
If they could attack and do damage like creatures, they would be creatures with a new subtype. It's like saying that it's bad because you can't tap it for mana...ok not like that.
Lets get into this endless thing where players are planeswalkers: Why can't we just slap a card off the table saying that we can because we are almighty planeswalkers?
Just saying that new cards do new things and aren't going to do everything that other cards do.
I've been fighting for that from the start. NERF RED! BAN MOUNTAIN!
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
heh, this does mean that Healing salve and other prevention spells/abilities, now have more use!! if pws catch on
I think because flavourwise a planeswalker can choose the form they want to be represented but are still essentially the very same planeswalker. Though I am not sure if the powered down walkers can do this...
Reality is but a perception of your being --
Visit my blog!!! - http://huffalump-magic.blogspot.com/
"The brain is wider than the sky,
For, put them side by side,
The one the other will include
With ease, and you beside."
—Emily Dickinson
For sales or trade, visit my blog or visit my ebay blog for my listings :http://myworld.ebay.com/arcane7828
881
Oooh Dicey:
[dice=1]100[/dice]
[16:12] <heero> if I get targetted by shock, and play bandage in response with a planeswalker in play, what happens?
[16:12] <+EliShffrn> You choose the order of the replacement effects
[16:12] <@LeeSharpe> the player being dealt the damage chooses how to order the replacement effects
[16:12] <heero> can I prevent 1 point of damage before it can be redirected to my planeswalker?
[16:12] <@LeeSharpe> so yes, you can do that
[16:13] <@LeeSharpe> though the person will know you chose this before deciding whether or not to redirect it
[16:15] <@LeeSharpe> you can do it in one of two ways:
[16:16] <@LeeSharpe> 1) let him apply the redirection first, in which case if it's redirected to the planeswalker bandage never applies, but if he doesn't redirect it does
[16:16] <@LeeSharpe> 2) apply the prevention first, and then it will apply regardless of whether or not he redirects
[16:16] <@LeeSharpe> in most cases (2) is better
Hope that helps!
Player 1 player Healing Salve targeting herself.
Incinerate begins to resolve and two replacement effects attached to it: Dealing its damage to either the player or the 'walker, and the damage prevention.
Player 1 stacks the effects so the damage prevention takes effect first.
Incinerate's damage is prevented, so there's no damage to direct at the 'walker anyway.
Everyone walks away happy (except for Player A, since they wasted an Incinerate).
EDIT: And yes, giving yourself shroud will shield your 'walkers from targeted burn. Since you can't be targeted with the burn spell, that burn spell won't be able to redirect its damage, since it can't be played on you in the first place.
By the rules posted, yes Ivory Mask saves them too. (I love you True Believer)
Yes, they can be stifled. They're explicitly called activated abilities. Those spells and effects (such as Azorius Guildmage) apparently work against them.
No, it will NOT double the counters whenever you activate one of their abilities. Doubling Season doubles the EFFECTS that put them on, not the COSTS that put them on. Subtle, yet important difference. Read the explanation earlier from the #mtgjudge channel.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir