I corrected it but, as others have pointed out, you still have the other half of the requirement (which you failed to address in my question above). So, is there a scenario where you are able to tap 0 creatures to still crew a vehicle that has a Crew value of 1 or greater? Because, there is no such way to do that and there is no Crew 0 ability so I am not sure how the rules back up being able to tap 0 creatures and still end up with a crewed vehicle.Quote from proudawesome »Not sure where “toughness” comes into play. Did you mean power?
Any number includes zero. By definition. I could choose to not tap any creatures and still turn it into an artifact creature. I get that sounds stupid (and maybe it is), but currently, the rules back that up.
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Oct 22, 2017WizardMN posted a message on 702.121a You can choose to tap zero creatures to crew a VehiclePosted in: Magic Rulings
Oct 21, 2017WizardMN posted a message on 702.121a You can choose to tap zero creatures to crew a VehicleI am not even sure if there is a necessary goal of clarity here. Your update seems to change nothing about the intended interaction nor confusion over possible corner cases. Is there some scenario you can construct where you are able to tap 0 creatures yet still be able to come up with a value for those 0 creatures' combinedPosted in: Magic Rulings
toughnesspower (not sure why I typed toughness)?
Oct 21, 2017Posted in: Multiplayer Commander Decklists
Mind's Eye is a good card. It is not a card I want in this deck. I am especially not going to include Gamble just to work with Mind's Eye as I don't like Gamble already. And, it is basically guaranteed that if I did add it, my first tutor choice is going to be Sword of the Animist to help me get to Gisela.Quote from umtiger »Play gamble
Then gamble for mind's eye each and every single time.
Get lucky and draw cards.
You cannot afford not to play minds eye.
I am not suggesting that Mind's Eye wouldn't solve my card draw issues. I just think it causes other issues. The deck is trying to go fast and be aggressive. Mind's Eye requires holding up mana over a couple turns to make use of it and it requires I take a turn off just to cast it. So, I cast it turn 5 and do nothing. Then, turn 6, I maybe cast something and leave up 1 or 2 mana to draw 1 or 2 cards. I have essentially spent 2 turns to draw 2 cards at best (if I leave up mana to draw 3 cards, I will not cast anything that turn as I am unlikely to have much to cast for 3 mana). It is slow and clunky for this deck.
Magus and Wheel of Fortune are fine because they are cheap and they do everything right away. Chandra and Reforge the Soul do everything at once (and Chandra is repeatable). Chandra Flamecaller, from RaltheMad's post above, is probably the best card for this deck for card draw that I am not running. I really should find a spot for it. She is expensive too, but she does something relevant right away (either give me a new hand or give me beaters). This is far better than Mind's Eye in this deck.
Oct 21, 2017Posted in: Magic Rulings
It was changed in August of 2016. See this thread on the main site explaining the change and the expected behavior in this instances such as this one:Quote from user_938036 »
Is this a recent change? I remember a few years back there was a specific rule that you had to announce if you were taking the opponents commander as a facedown card, giving them the chance to send it to the command zone instead. Though I can't find such a rule in the newer version of the comp rules various old threads on this forum quote such a rule. Rule 903.9. should cover exiling it face down because being your commander isn't a property that can be hidden, which is why even while morphed commanders still deal commander damage.Quote from Mystic_X »3. No, because it's exiled face down, so you never get to know what it was in order to potentially apply the replacement effect which means you're out of luck until the card changes zones.
Oct 21, 2017WizardMN posted a message on The difference between dies and put into graveyardPosted in: Magic Rulings
This isn't true. For each action word ("destroy" in this case) everything is done at once. Since Decimate says "destroy" once, everything is destroyed at the same time. Following the order on cards is for things like Smallpox where you do things in a set order. In that case, you could discard a land to get Gitrog to trigger, but then he is gone by the time you sac a land.
Oct 21, 2017WizardMN posted a message on The difference between dies and put into graveyardThe difference isn't between "dies" and "put into the graveyard". As you noted, "dies" just means "put into the graveyard from the battlefield". The difference is that Gitrog says "put into the graveyard from anywhere". The "from anywhere" is key here as it changes how the ability triggers.Posted in: Magic Rulings
When dealing with "dies" or "put into the graveyard from the battlefield" triggers, we look back in time to see if anything should trigger. This is because if we didn't, dies triggers wouldn't work since the ability only works from the battlefield and the card is now in the graveyard. So, with Blood Artist, we see 4 creatures dying. We then look back to how everything looked on the battlefield, see that Blood Artist has a trigger that should trigger in this case, and then those triggers are put onto the stack.
Gitrog, on the the other hand, triggers *after* things go to the graveyard. So, you discard a land and Gitrog says "I saw that; here is a card". However, if he dies at the same time as a land is destroyed, the game looks at the game state after the land goes to the graveyard. It does not see anything that should trigger (since Gitrog is no longer on the battlefield) so nothing happens.
EDIT: Technically "dies" is a "leaves-the-battlefiled" trigger which is what looks back in time. This is relevant for things like Thragtusk as hey don't have to die to work but the triggers work the same way. Gitrog is never a leaves-the-battlefield trigger even if the card comes from the battlefield.
Oct 21, 2017Posted in: Magic Rulings
Just to be clear (since I can see where this answer would be misleading) you can't "tuck" a Commander anymore unless the owner allows it. So, Chaos Warp will just result in the Commander being put back in the Command Zone in nearly every case. It is nearly identical to Exile in this case except they still get a card out of the deal. The only real way to tuck or exile a Commander is to Mindslaver the person and then choose not to invoke the replacement effect of putting the Commander back into the Command Zone.Quote from Mystic_X »1. Yes, that happens frequently. For this reason, cards like Chaos Warp are quite staple-worthy and often superior to cards which destroy or exile.
Oct 20, 2017Chandra Flamecaller was on my list of includes when I ended up included Chandra Ablaze. I think I didn't include her as the tokens would rarely do much since she doesn't come down until turn 6. By that time, opponents have blockers to deal with the tokens. The other issue is that the discard/draw ability isn't as good as I want it to be. I like that Ablaze gets me 3 cards no matter what. If I don't have a hand, I get one card from Flamecaller. Ablaze also makes everyone else discard which can be relevant.Posted in: Multiplayer Commander Decklists
This isn't to say I can't include both, but she did not seem high impact enough for me to include in the deck and, as with Neheb below, even if I wanted to include her, I am not sure of what the cut would be.
I am not sold on Neheb. Sure, he ramps but there isn't much for me to use the mana on except a couple X spells. I admit I haven't really considered him for this deck so I am not sure what the cut would be to make him fit. He just doesn't seem like a good fit as dealing a bunch of damage before combat (or during combat) means there is less likely anything after combat I want to cast to use that mana on. Maybe I am underestimating his impact, but it seems low.
The only other wheel effects I know of are Wheel of Fate, Dragon Mage, Memory Jar, and Runehorn Hellkite. I don't like Wheel of Fate or Memory Jar as they are "random". Fate doesn't really let me time the wheel properly and Jar forces me to cast the "new" hand or lose it which this deck really can't do. The two dragons are alright but Mage requires damage and Hellkite is expensive. I could maybe be convinced to include Hellkite, but it still doesn't seem impressive.
Oct 20, 2017Ivory Mask does not prevent you from being affected by things. It prevents you from being targeted. Chandra, Torch of Defiance still deals damage to you. Creatures still deal damage to you. Merciless Executioner still makes you sac a creature.Posted in: Magic Rulings
So, no, Mask will not stop you from getting Poison counters because nothing about Infect targets you.
Oct 20, 2017Also, since I neglected to call it out above, Mask doesn't prevent you from gaining life from the Blood/Bond combo but Emperion will. In fact, Emperion will stop the entire combo since you can't gain life (since your life total can't change).Posted in: Magic Rulings
Oct 20, 2017Card tags work by typing in [c]Book Burning[/c] to get Book Burning.Posted in: Magic Rulings
As mentioned above, Emperion is not targeting you. Exquisite Blood is not targeting you. Mask does not stop either one from occurring. Emperion says your life total can't change so it doesn't. This means you can't pay life and your life total doesn't change when you are dealt damage. So, you can have Book Burning deal 6 damage to you. It will deal 6 damage to you and the result is that your life total will remain the same.
The fact that you are still dealt damage is important though. So, Infect damage still causes you to accumulate Poison counters. Commander Damage is still tracked. Players still gain life if they deal damage to you with a source with lifelink and so on.
Oct 20, 2017Posted in: The Rumor Mill
I am not suggesting it should always occur that way, but for a person/company/group that wants a certain result, it isn't necessarily the wrong approach. But, that summary is an oversimplification of what I was saying.Quote from crumbcrispcoating »So to summarize what you are saying, company appealing to lowest common denominator = smart.
In any case, your premise is flawed as they are not pandering to the lowest common denominator. People like DFCs. Just because you don't doesn't make you superior to them.
And, to Tiro of Meletis's point, this is going wildly off topic. We have about a month to go until this is released so we will see the list of included cards in 3-4 weeks time. I am interested to see what cards they chose. Delver and Huntmaster seem like obvious includes. We will also have some less than steller inclusions as every FtV set has those.
Oct 20, 2017Please use card tags:Posted in: Magic Rulings
Emperion and Blood do not target. Ivory Mask has no interaction with the cards you mentioned. Things only target if they explicitly say "target".
Oct 19, 20171) They were not exiled by that "object" which is what matters. Once the card is removed and returns, it is a new object and has no relation to its previous existence. Those cards that were exiled are now "lost".Posted in: Magic Rulings
2) Exile is a game zone so the cards are very much still a part of the game. And, since the cards are exiled face up, they are free information. You must keep each card exiled with each land separated so all players know which exiled card is associated with which ES. So, if they say "destroy the ES that exiled Hostage Taker" that is enough to make sure they get the one that exiled that card.
Oct 19, 2017With Ixalan came the following cards that I felt would be good in this deck:Posted in: Multiplayer Commander Decklists
- Rampaging Ferocidon - I had tried out Leyline of Punishment and considered it to be weak in the deck. It did its job well and was relevant, but it didn't really work to end the game on its own which meant I still needed other cards to do anything. Ferocidon is different. It is cheaper, has a decent body so it can actively deal damage by attacking, has evasion to make dealing damage easier, has a relevant trigger to deal damage when players try to go wide, and its static ability to prevent life gain seems extremely relevant. This is all round a good fit for this deck.
- Vance's Blasting Cannons - This fits in with the latest changes I made in that the deck often has a problem with card advantage or keeping its hand full if the game goes late. It is part of red's "impulse drawing" so it does require the card be cast that turn. I am not a fan of exiling my stuff (which is why I haven't included any other impulse draw effects), but I think this combined with the fact that it can transform into a land that can deal damage means I am willing to try it out in the deck.
- Blasphemous Act - I felt that a cheap board wipe is prudent in this deck as my current board wipes become fairly expensive if I need to deal a bunch of damage to deal with large creatures. Act only requires R (or somewhere around there) to wipe the board which lets me do more on my turn without forcing me to tap out to wrath the board. It is "worse" than the current ones as I can't scale it to save my creatures (it will always do 6 damage to my creatures with Gisela out and 13 otherwise) so it can often wrath a lot of my board if my creatures aren't equipped) but I feel this is acceptable.
To make room for these cards, I have decided to cut the following:
- Kamahl, Pit Figher - This is somewhat of an odd cut since I am adding a worse version in Spitfire Bastion (the transformed side of Vance's Blasting Cannons) but that card does a little more than just deal damage so I feel it is acceptable for now. Kamahl has been on the chopping block for a while as there are plenty of cards that deal damage. I feel that there are enough cards to choose from that Kamahl doesn't do as much as another card in the slot. I am not totally sold on Vance's Blasting Cannons but I still feel that a 6 drop to deal damage every turn can be eventually replaced with something better.
- Firemane Avenger - I like this a lot, but it is rarely relevant. The deck doesn't need the life gain and, like Kamahl, bolting (I guess it is Lightning Helix technically) every turn isn't as good as this slot could be doing. Add in to the fact that I need to attack with 3 creatures and do everything on my turn means it turns out to be worse in most cases than Kamahl.
- Repercussion - I liked this card when it was first added and it has come through quite a bit. But, it has also been a double edged sword where it has killed me or significantly reduced my life total on a number of occasions. Add in the fact that my wraths are damage based means I could kill myself while trying to wrath the board (which would be needed to save myself). And yes, I can stack the triggers so everyone else takes damage first so there is still a potential where I wouldn't actually die (especially in the case of Blasphemous Act) since everyone else will take 26 damage for each creature that died while I will only take 6 (assuming Gisela is in Play), but I feel this is worthy of a cut and focus on trying to win with my creatures rather than trying to get this to work without hurting me.
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