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  • posted a message on Villainous Wealth and Fork
    Yes you can do this.
    As you are casting the spells revealled by Villianous Wealth as it resolves, you have to choose an order to cast the spells.
    So as long as there is a valid target for Fork amongst the other revealled spells, you can cast that first then choose to cast Fork targeting that spell.

    For example, you cast Wealth for X=2 and reveal Lightning Bolt and Fork.
    You choose to cast Ligtning Bolt, then choose to cast Fork targeting Lightning Bolt.

    9/20/2014 - You cast the cards one at a time as Villainous Wealth is resolving, choosing modes, targets, and so on. The last card you cast will be the first one to resolve. Ignore timing restrictions based on the cards’ types. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.


    Hope that helps clear things up for you.
    Posted in: Magic Rulings
  • posted a message on Phasing and etb effects
    Bane of Progress
    Cloak of Invisibility

    No this doesn't work.
    Phasing out doesn't cause the permanent to change zones, so it never leaves the battlefield, it just ceases to exist. So it won't trigger ETB when it phases back in.

    Relevant rule:
    702.25d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Counters remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.
    Posted in: Magic Rulings
  • posted a message on Pre-release. What would you have done with this pool?
    I don't think I would ever play fateful showdown no matter what my pool is.


    I'm curious to hear your reasons why.

    As personally, I see it as having it's uses. For example, late game with this and two lands, or a land and low drop, in hand, this is a shock and rummage two cards.
    The fact that it can also target player as well as creatures, one of the few burn spells in the set that can, means it gives you that reach to finish things if the board becomes clogged up.


    Also, I'm curious to find out how you did with the deck you built from the pool.
    Posted in: New Card Discussion
  • posted a message on Pre-release. What would you have done with this pool?
    Looking over this pool, I feel I would have gone R/W, splashing U for Dovin.




    If you ask me this build gives you access to your best removal, Revoke Privileges, Fairgrounds Wardens, Fateful Showdown. You also have access to Fumigate if the game isn't going your way, to be able to use it as a reset.
    I think it is worth splashing for Dovin, as Planeswalkers can just warp the game state so much in your favour.

    The combo of Gearshift Ace and the Dragsters is also just nice, as in combat the Dragster become quite difficult to kill.

    Well that is what I would have done.
    Posted in: New Card Discussion
  • posted a message on How Did Your Kaladesh Prerelease Go?
    Went to just a small Prerelease today, there was only 9 of us. Most people went to the midnight one it seems.

    My deck was pretty good, it was a W/R aggressive deck, with a a few good pieces of removal (Harnessed Lightning, Welding Sparks, Revoke Privileges).
    For bombs I had two Skyship Stalkers and Master Trinketeer.
    My promo was Metalwork Colossus. Would have liked to try running it, but I didn't end up playing that many artifacts, and my deck wanted to be far more aggressive than that.

    I went 3-0.

    My first round was against B/W. The first game took ages, as we entered a big board stall. He had Panharmonicon to double his ETB affects of his Fabricate to get plenty of Servo tokens. But I had Master Trinketeer, and enough mana to make two Servos a turn, so after many turns of stare down, I was able to swarm the board and swing in for victory.

    In the next couple of rounds, my deck did more what I wanted it to. Namely being aggressive and finishing with the one of my dragons or Snare Thopter, flying in for victory.

    Ended the day with 8 packs for prizes, nothing amazing in them, but did get a Angel of Invention and Gonti, Lord of Luxury.
    There was one Masterpiece opened up today by one of the other players, a Mana Vault.

    All in all a very good day. Had a lot of fun, met some new really fun players, and my deck did what I wanted. Couldn't have asked for more.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Crewing vehicles and untapping creatures
    Eg:Smuggler's Copter

    The Crew ability on all the Vehicles is an activated ability that turns them into artifac creatures until end of turn.
    The ability is:
    COST= Tap creatures with power X or more.
    EFFECT= This Vehicle becomes an artifact creature until end of turn.

    Untapping the creatures used to crew the vehicle, after activating the crew ability, won't do anything to the vehicle. It will stay an artifact creature until end of turn.

    Hope that helps clear things up for you.
    Posted in: Magic Rulings
  • posted a message on Kaladesh Sealed Pool Genetator
    Ottomund, thanks for the cool Sealed Pool generators. And the new beta deck builders.

    After having a look at both beta, I prefer Beta 2 over Beta 1. It is nicer laid out with the cards in colour columns. As that is closer to how most people lay them out when first opening a sealed pool. And similar to how MTGO sorts them to start. And then being in Rare>Uncommon>Common order is good and make things easy enough to read.

    Another note, it would be nice if just clicking the card on Beta 2 would add it to the deck list, rather than having to drag them. As I have to keep adjusting the screen to go back to the pool after adding something to the deck.

    One last thing, it seems a couple of cards in your system might be listed with the wrong rarity. As when first shown on Beta 2, they are showing up with the commons, rather than the uncommons and vice versa. Unless the beta is just having issues sorting them. Here are a couple I have noticed:
    Disappearing Act - Showing as common.
    Dukhara Peafowl - Showing as uncommon.
    Fretwork Colony - Showing as common.

    But yeah thanks again, always find your stuff useful.

    Posted in: New Card Discussion
  • posted a message on Aetherflux reservoir
    Actually with two instants you can indeed gain four life.
    As the triggered ability on Aetherflux Reservoir gains you 1 life for each spell you have cast this turn. The importance is that the number of spells you have cast is checked when the ability resolves.

    So for example:
    Cast instant 1, Reservoir triggers.
    Stack looks like this:

    TOP
    Reservoir trigger
    Instant 1
    BOTTOM

    Then if you cast instant 2 in response to the reservoir ability. The Reservoir triggers again.
    Stack now looks like this:

    TOP
    Reservoir trigger
    Instant 2
    Reservoir trigger
    Instant 1
    BOTTOM

    Now when both reservoir triggers resolve, they check to see how many spells you have cast this turn. Both see you have cast two spells, so they each gain you 2 life. So 2+2 =4.

    Hope that explains the interaction you have read.
    Posted in: Magic Rulings
  • posted a message on Can a madness cost be used if Nahiri's Wrath was countered?
    The card was discarded as part of the cost to cast Nahiri's Wrath, when this happens, it's Madness ability trigger. So it is discarded into exile, from there when the Madness trigger resolves, your opponent can cast Alchemist's Greeting for it's Madness cost if they so chooce.

    This is all independent of the original spell, Nahiri's Wrath. So even if Nahiri's Wrath is countered, your opponent can still cast the Madness card if they choose.
    Posted in: Magic Rulings
  • posted a message on Cloning a God?
    No this doesn't work.

    Heliod and all the other Theros Gods are only creatures if you have the required devotion (5 or 7, depending on the God). If you don't have the devotion, the God is just a Legendary Enchantment, which is not a creature. So not a valid choice for Clone to copy.

    Also, just to note Clone doesn't target, as the word target doesn't appear in it's text.
    Posted in: Magic Rulings
  • posted a message on Kaladesh Inventions
    I just love the art work on some of these.
    Those swords are beautiful, I especially love Light and Shadow. Although seeing these makes me just want to see the other two swords already, Mind and Body and War and Peace should be just a sweet.

    Posted in: The Rumor Mill
  • posted a message on Kaladesh Inventions Speculation
    I'd would certainly put money on the Swords being part of these Inventions. So that and the Gearhulks takes would take up ten slots of the fifty-four.
    I think we could quite easily also see one or more of the following:

    Darksteel Colossus
    Darksteel Forge
    Mycosynth Lattice
    Larry Nevin's Disk
    Mox Opal/Mox Diamond
    Batterskull
    Null Rod - It does nothing.
    Sad Robot
    Voltaic Key
    Howling Mine

    Would also not be surprised to see a classic mana rock or something.
    Very interested to see what they choose, and the new art the use. As the art on the ones seen so far are seriously beautiful.
    Posted in: Speculation
  • posted a message on Contraband Kingpin and common aetherborn Nerdist.com
    That looks sweet. Blocks all day and gains you life when it does, really puts a stop to any early aggressive starts from your opponents.
    The scry is just added little cherry on top. Will be interesting to see just how many artifacts are in the set, to see how often you can expect to trigger it in Limited.
    Posted in: The Rumor Mill
  • posted a message on Hareruya spoiler - Torrential Gearhulk
    Oh opponent casting a big finisher/stabalizer/dragon/planeswalker/etc.. How about I just flash this in, to flashback the counterspell I used earlier in the game to keep them off balance. So they have nothing, I have a 5/6. Seems fair.

    Keeping up 6 mana might be tricky, but even without the counterspell idea, can still see a lot of value flashing this in just to block. Maybe with an added bonus bounce value from a Just the Wind or something.

    All in all, I could see this seeing play.
    Posted in: The Rumor Mill
  • posted a message on Nissa, Vital Force
    Didn't realise first time I read it, the land is a 5/5 until your next turn. So can bash in, or just sit back and hold the ground to help keep Nissa safe.

    Target permanent card... very nice re-growth.

    And that easy to reach ultimate. Unstoppable card advantage once you have it. Very sweet.

    Overall A+ in my books.
    Posted in: The Rumor Mill
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