Both my opponent and I have 1 Coalhauler Swine in play. Both are enchanted with Pariah's Shield and both each have a divinity counter from That Which Was Taken.What would happen if i dealt any from of damage to him. Would it he just an endless loop of damage dealing or would something die.
Both my opponent and I have 1 Coalhauler Swine in play. Both are enchanted with Pariah's Shield and both each have a divinity counter from That Which Was Taken.What would happen if i dealt any from of damage to him. Would it he just an endless loop of damage dealing or would something die.
This situation would form a loop with nothing but mandatory actions in it, resulting in a drawn game (see 421.4). The initial damage that was dealt to your opponent would be redirected to his Swine, causing it to trigger. When that ability resolves, the damage that would be dealt to you and your opponent is dealt instead to the Swine you each control, causing them both to trigger. When the non-active player's trigger resolves this cycle will then repeat (the active player's triggers never resolve, as resolving the non-active player's trigger causes more triggered abilities to be stacked above the active player's).
Neither player will ever actually be dealt damage, as it is being redirected to the Swine by each Shield, and the Swine will never be destroyed by lethal damage as a result of being indestructible from the TWWT. Only a Disenchant or something similar can end this loop (by getting rid of either Shield, or the TWWT), resulting in either damage being dealt to that player whose Shield was destroyed (the loop still continues, albeit differently with only one Shield in play) or the Swine being destroyed (which stops the loop entirely).
Pariah's Shield set up a replacement effect, not a triggered one.
Replacement effects cannot invoke themselves, and so no loop is created.
Your understanding is not quite correct; when damage would be dealt to a player, it is instead dealt to the Swine they control. Since damage is dealt to the Swine, it causes the Swine's ability to trigger. The Swine's ability resolves, and would deal damage to each player... Which then gets dealt to each Swine... Which then causes each Swine to trigger... etc.
It is indeed a loop. One that consists of only mandatory actions, and would need to be broken by something external to the loop if you wanted to make it stop (otherwise, it's a drawn game). Edit: Loops are kind of like the "Whirl-n-Hurls" of Magic; they're fun for the first few times you spin around, but man do they suck if you can't get off of them.
This situation would form a loop with nothing but mandatory actions in it, resulting in a drawn game (see 421.4). The initial damage that was dealt to your opponent would be redirected to his Swine, causing it to trigger. When that ability resolves, the damage that would be dealt to you and your opponent is dealt instead to the Swine you each control, causing them both to trigger. When the non-active player's trigger resolves this cycle will then repeat (the active player's triggers never resolve, as resolving the non-active player's trigger causes more triggered abilities to be stacked above the active player's).
Neither player will ever actually be dealt damage, as it is being redirected to the Swine by each Shield, and the Swine will never be destroyed by lethal damage as a result of being indestructible from the TWWT. Only a Disenchant or something similar can end this loop (by getting rid of either Shield, or the TWWT), resulting in either damage being dealt to that player whose Shield was destroyed (the loop still continues, albeit differently with only one Shield in play) or the Swine being destroyed (which stops the loop entirely).
Your understanding is not quite correct; when damage would be dealt to a player, it is instead dealt to the Swine they control. Since damage is dealt to the Swine, it causes the Swine's ability to trigger. The Swine's ability resolves, and would deal damage to each player... Which then gets dealt to each Swine... Which then causes each Swine to trigger... etc.
It is indeed a loop. One that consists of only mandatory actions, and would need to be broken by something external to the loop if you wanted to make it stop (otherwise, it's a drawn game). Edit: Loops are kind of like the "Whirl-n-Hurls" of Magic; they're fun for the first few times you spin around, but man do they suck if you can't get off of them.