Two things happened at FNM last week that I can't seem to find a clarification on.
Two players split at the beginning of the a round, one of them left to get food. The round finished up 10 minutes early and the player who had left had not yet returned. 10 minutes into the new round, the missing player's opponent requested that the player be issued a game 1 loss. The player showed up right after that
I have been looking and looking and can't seem to find a definitive answer as to when a round ends early and what should happen. I see people constantly saying that 5 minutes late is a game loss, and then 10 minutes is a match loss. I've also seen 3 minutes for a game loss, or no game loss and 10 minutes for a match loss. What I read said that it should be treated casually for being FNM and under the Regular REL with no IPG to enforce times and warnings.
I personally feel that if somebody goes to get food, and the round starts early, at a small FNM anyway, that they shouldn't be penalized for it. Especially since the 3 previous rounds ALL went to time, and it just so happened that this round ended 10 minutes early. The player got back to the store at what should have been the appropriate time.
The other issue is that for the player that was there waiting had side boarded by the time his opponent showed up, however, being a newer player, I HIGHLY doubt the siding of some cards were without assistance, and in this case, I want to have a clarification as to what outside interference is for this type of thing. If a round starts, and a player's opponent hasn't shown up yet and already decides to argue against them getting a game loss, is asking friends for side board advice at this time, cheating? I see it as such, regardless if your opponent is sitting across from you or not.
I was reading an article somewhere recently about putting Boon Satyr on the stack as a creature first, and then choosing to bestow it later in the steps of casting a spell. After that point, Essence scatter can't be used to counter a creature that has been cast for its bestow cost, despite being put on the stack first as a creature. My only question is, at what point does a creature with bestow become an aura, is it when you look in its alternate cost method thus changing its types, or is it when it has been fully cast and priority is received?
I ask for this clarification because of the card Ancient Ziggurat. Despite its ruling that its mana can be used to cast alternate costs on creatures such as evoke, creatures with evoke do not change their type on the stack, so I'm curious if that ruling is now incorrect.
Can you cast a creature for its bestow cost by using mana from ancient ziggurat?
I like the idea overall but I have to agree, it seems like a lot for a land to do. It feels more like an enchantment with an activation cost to put counters on things, and then adding more during the upkeep with the trigger seems fine. I don't know the flavor of your set, but I also feel like the bonuses make it feel more WB or BG. I guess based on a simic idea and green giving power bonuses and blue giving decreases, it's fine. It just doesn't feel mono U is all.
The activation to put a counter on seems too cheap, just tapping the land AND getting mana for it. It could be bad when you have the only creature in play and you need the mana, but outside of that, it should cost mana to activate. I'm not sure something so wordy needs a mana ability.
I like the last two card ideas. I feel Yin/Yang should be named Over/Under or Above/Below. Also the -3s could be pushed higher to kill more things, maybe in Dismember range, of course the cost should be adjusted as well.
I would word the damage sphinxs as
At the beginning of your upkeep, each player reveals a card at random from his or her hand. For each player who revealed a card this way, ~ deals X damage to the player or players who revealed the lowest converted mana cost among cards where X is that card's converted mana cost.
I tried shortening it but it didn't really work the way I intended based on only hitting players who reveal and needed to do X damage and defining X.
I like it at random more, you could even have the sphinx deal the revealed card's cost back at the player or an opponent of the player. Even a set value of 3 damage would be okay, like losing a clash from hand type of thing.
@sao123
I'm liking the second list, however, I feel it needs more temple targets. Even if you get it online in the first few turns, not being able to drop a creature kills the aggressiveness of the combo going off. Late game mana can help play the stuff out so that helps in the second win con. I feel it needs to be a better split between temple going off early, and late game stablization if not.
I would aim for a 3/3 split on the sphinxes. I feel the deck wants a lot of mana later for a Stormtide so SoJi shouldn't be too hard to drop right before.
drop chalice to 3, take out the 2 seastalkers for 3 Trinket Mages so you get an increase in creatures for a chalice and can still fetch it.
-4 spreading seas and an oracle or two for some more temple targets. Some number of Wrexials, Harbour Serpent and maybe Lorthos. Wrexial has the islandwalk, and so does the Serpent, though 5 toughness may be a little weak. Lorthos makes for a late game mass sleep, provides a good blocker early on, but stands still with Stormtide out.
Edit: Forgot to mention to add black to the manabase to actually hardcast Wrexial late game.
It has to be a changeling. Clone and other varients can shapeshift into other creatures, it doesn't make them ALL types though. It would work better if more Islandwalk things were in the deck, and less legendary creatures, but Idealy you wouldn't want to be cast the gargantuan anyway.
I don't have the Jaces, but I could see it easily replacing either steady progress or the adepts. People have suggested them before and I was trying to minimize the noncreature spells, however, Jace could possibly be a second win con and can either unsummon or help get a last counter for a turn so that works.
There's the list I threw together last night. I had 3 Lorthos, but I usually had Stormtide and Wrexial out and Lorthos just sits there. Aside from not including Hatchling for the temple, I'd rather have other early non temple stall creatures like necropede and the myr. Adept works with an owl or against your opponent. I figure Turn Aside or other counters could be sided in, though it's not as consistant as WW Quest, nor does the deck really have a backup plan like WW does.
Turn one - Temple
Turn two - A creature, or thrummingbird. Temple gets a counter or not, it all depends.
Turn three - You could double proliferate or just one instance of it and two creature reveals let you start dropping them at the end of your turn three.
I think if you don't play the quest in the first 3 turns, finding it will be too late and you may not recover, so it's really just hit or miss.
Land
When ~ enters the battlefield, sacrifice a land, then sacrifice ~ if you control no basic land – X and search your library for two basic land with x subtype, put them onto the battlefield tapped.
~ enters the battlefield tapped
T: add XX to your mana pool
Turn one, play this, sacrifice it to the first clause.
Turn two, play this with a basic, sac the basic and then have to sac this land. It works the same for nonbasics on turn two as well. Get two basics.
Turn three, play this, sac a land, keep a basic, get this land, with a two mana ability that ETB tapped.
To slow and balance it out, the first rule had to become a little wordy, maybe too clunky. I think of this land as one of the new duals from Scars that ETBT if you have three lands or more, seeing as how it will only be stable on turn 3 or so, it may be workable.
I've been playing around with a UBR version, Sorin Markov, Volcanic Fallout, Parasitic Strix, and Countersqall are all amazing. I don't have a way to test the deck and I don't have a playset of Scalding tarns to officially play but with Nighthawk, tidehollow strix (both with deathtouch) and all the other opponent loses 2 life shinanigans, Bloodcheif and tome scour aren't needed as a wincon
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Two players split at the beginning of the a round, one of them left to get food. The round finished up 10 minutes early and the player who had left had not yet returned. 10 minutes into the new round, the missing player's opponent requested that the player be issued a game 1 loss. The player showed up right after that
I have been looking and looking and can't seem to find a definitive answer as to when a round ends early and what should happen. I see people constantly saying that 5 minutes late is a game loss, and then 10 minutes is a match loss. I've also seen 3 minutes for a game loss, or no game loss and 10 minutes for a match loss. What I read said that it should be treated casually for being FNM and under the Regular REL with no IPG to enforce times and warnings.
I personally feel that if somebody goes to get food, and the round starts early, at a small FNM anyway, that they shouldn't be penalized for it. Especially since the 3 previous rounds ALL went to time, and it just so happened that this round ended 10 minutes early. The player got back to the store at what should have been the appropriate time.
The other issue is that for the player that was there waiting had side boarded by the time his opponent showed up, however, being a newer player, I HIGHLY doubt the siding of some cards were without assistance, and in this case, I want to have a clarification as to what outside interference is for this type of thing. If a round starts, and a player's opponent hasn't shown up yet and already decides to argue against them getting a game loss, is asking friends for side board advice at this time, cheating? I see it as such, regardless if your opponent is sitting across from you or not.
Yeah, I remember reading about the aurelia's fury trick awhile ago, had I seen it recently, I would've understood my case a little better
I ask for this clarification because of the card Ancient Ziggurat. Despite its ruling that its mana can be used to cast alternate costs on creatures such as evoke, creatures with evoke do not change their type on the stack, so I'm curious if that ruling is now incorrect.
Can you cast a creature for its bestow cost by using mana from ancient ziggurat?
The activation to put a counter on seems too cheap, just tapping the land AND getting mana for it. It could be bad when you have the only creature in play and you need the mana, but outside of that, it should cost mana to activate. I'm not sure something so wordy needs a mana ability.
At the beginning of your upkeep, each player reveals a card at random from his or her hand. For each player who revealed a card this way, ~ deals X damage to the player or players who revealed the lowest converted mana cost among cards where X is that card's converted mana cost.
I tried shortening it but it didn't really work the way I intended based on only hitting players who reveal and needed to do X damage and defining X.
I like it at random more, you could even have the sphinx deal the revealed card's cost back at the player or an opponent of the player. Even a set value of 3 damage would be okay, like losing a clash from hand type of thing.
I'm liking the second list, however, I feel it needs more temple targets. Even if you get it online in the first few turns, not being able to drop a creature kills the aggressiveness of the combo going off. Late game mana can help play the stuff out so that helps in the second win con. I feel it needs to be a better split between temple going off early, and late game stablization if not.
I would aim for a 3/3 split on the sphinxes. I feel the deck wants a lot of mana later for a Stormtide so SoJi shouldn't be too hard to drop right before.
drop chalice to 3, take out the 2 seastalkers for 3 Trinket Mages so you get an increase in creatures for a chalice and can still fetch it.
-4 spreading seas and an oracle or two for some more temple targets. Some number of Wrexials, Harbour Serpent and maybe Lorthos. Wrexial has the islandwalk, and so does the Serpent, though 5 toughness may be a little weak. Lorthos makes for a late game mass sleep, provides a good blocker early on, but stands still with Stormtide out.
Edit: Forgot to mention to add black to the manabase to actually hardcast Wrexial late game.
It has to be a changeling. Clone and other varients can shapeshift into other creatures, it doesn't make them ALL types though. It would work better if more Islandwalk things were in the deck, and less legendary creatures, but Idealy you wouldn't want to be cast the gargantuan anyway.
I don't have the Jaces, but I could see it easily replacing either steady progress or the adepts. People have suggested them before and I was trying to minimize the noncreature spells, however, Jace could possibly be a second win con and can either unsummon or help get a last counter for a turn so that works.
4 Stormtide Leviathan
2 Lorthos, The Tide Maker
3 Wrexial, The Risen Deep
1 Harbour Serpent
4 Perilous Myr
4 Necropede
4 AEther Adept
4 Thrummingbird
4 Steady Progress
4 Quest for Ula's Temple
Lands (22)
4 Halimar Depths
4 Scalding Tarn
14 Island
There's the list I threw together last night. I had 3 Lorthos, but I usually had Stormtide and Wrexial out and Lorthos just sits there. Aside from not including Hatchling for the temple, I'd rather have other early non temple stall creatures like necropede and the myr. Adept works with an owl or against your opponent. I figure Turn Aside or other counters could be sided in, though it's not as consistant as WW Quest, nor does the deck really have a backup plan like WW does.
Turn one - Temple
Turn two - A creature, or thrummingbird. Temple gets a counter or not, it all depends.
Turn three - You could double proliferate or just one instance of it and two creature reveals let you start dropping them at the end of your turn three.
I think if you don't play the quest in the first 3 turns, finding it will be too late and you may not recover, so it's really just hit or miss.
Land
When ~ enters the battlefield, sacrifice a land, then sacrifice ~ if you control no basic land – X and search your library for two basic land with x subtype, put them onto the battlefield tapped.
~ enters the battlefield tapped
T: add XX to your mana pool
Turn one, play this, sacrifice it to the first clause.
Turn two, play this with a basic, sac the basic and then have to sac this land. It works the same for nonbasics on turn two as well. Get two basics.
Turn three, play this, sac a land, keep a basic, get this land, with a two mana ability that ETB tapped.
To slow and balance it out, the first rule had to become a little wordy, maybe too clunky. I think of this land as one of the new duals from Scars that ETBT if you have three lands or more, seeing as how it will only be stable on turn 3 or so, it may be workable.