• 1
  • 2
  • 3
  • 4
  • 5
  • Next
  • 0

    posted a message on Modern Deck: Crackdown Combo
    Not that this is really good, but Ceaseless Searblades gives redundancy on the Construct with Wandering Fumarole only (or with Lavaclaw Reaches). Mirror Entity also helps both of those if you can Fling your guy or something similar.
    Posted in: New Card Discussion
  • 0

    posted a message on Help with Ghirapur Map?
    Hi everyone,

    I think this will be partly speculative, but I'm trying to build a reasonable map of Ghirapur to use for my Aether Revolt league in my playgroup. Can people check my assumptions against their own mental image/any facts I may have missed in my admittedly spotty research so far?

    • By three major rivers, I assume that means like Pittsburgh, where two rivers come together to form a third one, dividing the city into roughly thirds.
    • Districts are the Greenwheel, Freejam, Eleven Bridges, Embraal, Weldfast, Bomat, and Kujar?
    • Seems like Eleven Bridges is in the center, and also along the Dukhara Canal, so I guess the canal must connect two of the rivers, and this district falls in the resulting area between waterways (and also on the other side of the canal)?
    • I gather that Aradara Station, the Bastion of the Honorable, and a big central plaza are also in Eleven Bridges, is that where you would say the Fair mostly took place? Also, should the Consuls' Spire be here?
    • I would put the Bomat at another confluence of rivers
    • Freejam and Kujar seem vaguely like upscale places that might border Eleven Bridges, Embraal and Weldfast could probably be a little farther out along one of the rivers, and I guess Greenwheel can go wherever?
    • I guess the "greenbelts" like the Cowl should kind of be big parks that come between districts?
    • The Giants' Walk is described as both a migrating path (so I would assume it goes through the whole city) and an artist's colony, should I just take that as a colony in a stretch along the path, maybe in Weldfast?
    • The Dhund is under night markets, which supposedly change location, but also sort of connected to Gonti's hideout, so maybe all in the Bomat?

    Thanks! If I get something worked up, I'll share it, although it will be fairly stylized to serve the purposes of the area-control metagame we are running for the League.
    Posted in: Magic Storyline
  • 0

    posted a message on Aether Revolt General Discussion (Spoilers Allowed Here)
    Also since they already arrested Baral, are they going to release him again to dispel the illusions? I guess maybe Baan would see that possibility and allow it, although I'm not entirely sure why Baan would be motivated to sabotage the "aether disruptor" either, it doesn't seem like his top priority would be to protect Tezzeret's stolen pet project.
    Sounds like Saheeli is probably going to get some kind of "I have to stay and help rebuild" write-off for now, which I guess fits the character so far but does explain why Maro initially said "yeah she's not important to the story".
    Posted in: Magic Storyline
  • 1

    posted a message on "Phase out" vs "Gain Phasing"
    Quote from Kamonohashi »
    Cards like Taniwha or Reality Ripple, don't give the permanent the ability of phasing. They just cause it to phase out-- once time and only one time. A card phased out by Taniwha or Reality Ripple will phase out immediately, then automatically phase in during the controller's next untap step, and remain phased in for the rest of the game.

    Is this correct?



    Seems important to note that Taniwha keeps doing this again and again, and also has phasing itself, so your turn sequence looks like this:

    1 - Play Taniwha (nothing happens now)
    2 - Taniwha itself phases out on your untap. Nothing happens to your lands since it isn't around on upkeep.
    3 - Taniwha phases back in on untap, then it phases out your lands on upkeep.
    4 - Lands phase in, Taniwha phases out (on untap)
    Repeat 3 and 4.

    Quote from Kamonohashi »
    If I understand correctly, here's how I would expect the card works: I play Teferi's Realm as part of my turn. After my turn ends, and at the beginning of my opponents upkeep step, he selects which type of permanent he wants to "phase out." Those cards phase out immediately. After his turn ends, at the beginning of my upkeep step, I choose which type of permanents I want to phase out. They phase out immediately. At this point, both my permanents and my opponent's permanents are phased out. At the beginning of my opponent's next untap step, his permanents phase back in and remain phased in for the rest of the game. After his turn ends, and my next turn begins, my permanents phase back in, too, and remain phased in for the rest of the game. At this point, all of the cards are back for good.

    If the above is correct, and I wanted to use this card as part of a destruction strategy, my opponent would have a chance to phase out (save) a number of his permanents before I could play a destruction card like Akroma's Vengeance. And, if he had a destruction card in his hand, he could play it as soon as his permanents phased out, leaving me with nothing whatsoever on the battlefield. Is that correct?

    Note that Teferi's Realm phases out everyone's cards of the chosen type, not just their own. For simplicity's sake, assume everyone is picking creature, and you are playing with just two players (A and B).

    A1 - You cast Teferi's Realm, nothing happens now
    B1 - On upkeep, chooses creature. All creatures now phase out.
    A2 - On untap, your creatures phase back in, but then you proceed to upkeep, and if you chose creatures again, they will all phase out.
    If everyone keeps choosing creature, the creatures will all just show up at the beginning of the upkeep for a second and then phase back out. They could activate abilities or be targeted by instants etc at that time, but you would only ever get to attack by casting a creature with haste.
    What generally tends to happen is that someone bites the bullet and chooses non-Aura enchantments, phasing out Teferi's Realm itself. Then, everything the next player had phased out phases in on their turn, and so on, until Teferi's Realm's controller's turn comes around again and it phases back in for another choice.
    You can only get one-sided mass destruction to work how you want it to with Teferi's Realm if it is at instant speed, by phasing out all the creatures (or whatever) on your turn, then waiting for them to phase in on the opponent's turn and respond to the Realm trigger while only their stuff is still phased in.
    Posted in: Magic Rulings
  • 0

    posted a message on Future of Masterpiece theme
    Quote from ThyLordQ »
    I feel like the Masterpieces for Amonkhet are going to swing one of two ways, depending on how they do the block.

    If the block focuses less on the Egypt elements and more on the Nicol Bolas part, it might be Greatest Hits of Nicol Bolas, the Masterpiece Collection.

    If the block leans more towards the Egyptian elements, than it might be more inclined towards the mythological aspects, but mostly those relating to Egypt. I have doubts about anything from Theros showing up here.

    I could see only Grixis-colored cards to emphasize the Bolas angle, maybe at least in the first set of the block.
    Posted in: Speculation
  • 0

    posted a message on Mothership Spoilers
    Marshall fails to RTFC on the red one, which can only hit players, and is pretty awful.
    I feel like there is a niche deck where you get like 6 of the black one and rip up their hand.
    Posted in: The Rumor Mill
  • 1

    posted a message on Merchant's Deckhand
    Flavor text is something like "If you can build that, we can haul it." - Bes Tavani, Bomat merchant
    Posted in: The Rumor Mill
  • 0

    posted a message on Pacification Array Windmill slam preview
    Icy made cheap for easy improvisation
    Posted in: The Rumor Mill
  • 0

    posted a message on Curse of Vengeance (and Homeward Path reprint)
    Oh man wasn't thinking the Mardu Curses deck would get much this round. I might even bump it up to 4-color non-green.
    Posted in: The Rumor Mill
  • 0

    posted a message on Clean up step
    Yes, as you have that quoted, clearly the discard happens first, and anything put on the stack as a result (as the Alchemist's Greeting would be in this case) resolves before you move on to 514.2.

    EDIT: Apparently this is wrong, see below.
    Posted in: Magic Rulings
  • 0

    posted a message on what's the shorthand for "combat damage to player" effects?
    "saboteur" is probably what you are looking for
    Posted in: Magic General
  • 0

    posted a message on A Future Look On Partners
    I imagine it won't be next year, but a few years down the road it would be great to see some more partner creatures of one or two colors, and particularly to fill the Vorthos criteria of making partners that are actually from the same planes. New versions of all the Weatherlight crew would be really cool, for one, or Ravnica guild leaders with partner so you could team up any two guilds, like the original concept of the Nephilim.
    It's cute that the mythics and rares that share a color identity have some connection, but it would have been nice if each of the 4-color combinations had a partner combination that makes flavor sense. I suppose it's possible that there are some across the decks, but there are only 7 combinations for each 4-color group right now if I'm counting right.
    Posted in: Speculation
  • 0

    posted a message on Chifre-ingneo de Assalto
    Looks like it has haste and at the end of each player's turn, if no creatures attacked this turn, put a "fury" counter on this, then this deals damage equal to the number of fury counters on it to that player.
    Source...high school French? This is Portuguese.

    Fits great in my Ruhan force-attack deck and is an Elemental Boi so we can be like "it's your boi"

    LOL nenhuma is definitely "none," not "non-Human," which makes no sense but is an awesome suggestion

    Also this is probably in the non-white "chaos" deck I'm guessing?
    Posted in: The Rumor Mill
  • 1

    posted a message on Werewolf transformation dual-Land.
    Yup, which doesn't say not having a basic land type isn't a sufficient drawback. It only says the basic supertype isn't a sufficient drawback.


    The ramification of the “strictly better” rule is that we cannot design lands that tap for a colored mana without having some kind of drawback. The nonbasic land status, incidentally, is not considered by R&D to be enough of a drawback.


    That is literally the opposite of what the quote says. Being nonbasic is not a sufficient drawback, and thus the proposed land would require some sort of drawback, like ETB tapped, to offset the additional flexibility of being able to produce another type of mana.
    Posted in: Custom Card Creation
  • 1

    posted a message on Magic Story: Kaladesh & Aether Revolt (No Spoiler Discussion)
    Maybe we'll get it in the next set, but I have yet to see what exactly the renegades are fighting for. We were told that the Consulate shut off some aether and are focused more on inventions to control it and use it for weapons, but it isn't very visceral yet, basically sounds like the renegades are complaining that the government doesn't give everyone free Wi-Fi.
    It seems like creative has tried to give us variety on the Consulate side, there was a straight-up Consulate defector amongst the renegades today, Padeem was fairly sympathetic in her brief appearance earlier, and Dovin is definitely taking the logical "needs of the many" approach from what we have seen so far. It seems clear that Kambal is in it for personal profit (from the cards) and Baral is going to be a fairly one-note sadistic revenge hypocrite guy, but that makes five characters already showing a variety of viewpoints while being associated with the Consulate. If anything, for me the burden is still on the renegades to make me sympathetic to their cause.

    Also renegades, rebels, partisans, allies, coalition...at some point here they are going to run out of names for their struggling resistance factions.
    Posted in: Magic Storyline
  • 0

    posted a message on Wizards Account Holders Exclusive Preview
    https://www.youtube.com/watch?v=qQ6qw1nh0tA

    Obscure reference...maybe we'll find out that
    the aetherborn turn into whales when they die or something
    Posted in: The Rumor Mill
  • 0

    posted a message on Mothership Spoilers 09/07 Puzzleknot cycle and Aetherflux Reservoir
    Biggest news to me is the templating on the red Puzzleknot, where it says "Sacrifice Fireforger's Puzzleknot: It deals..."
    Looking at, say, Mogg Fanatic, I think this is new that we can use "it" if the cardname is already used on...the same line I guess? Maybe only right before?
    Posted in: The Rumor Mill
  • 2

    posted a message on Mothership spoilers 9/6: Chandra&Nissa from PW decks, Lathnu Hellion, Madcap Experiment
    It's interesting that they massively inflated the loyalty economy on the planeswalker deck walkers, with +2 and +3 abilities and high starting loyalty. Helps them stick around through an attack or two and be difficult to get rid of. They obviously aren't Standard material, but I think that helps newer players get the satisfaction of getting out a walker and keeping it out to use for several turns. As such, I think they do a good job of doing what they were intended for, which is pretty much kitchen table play.
    Posted in: The Rumor Mill
  • 0

    posted a message on [Nature Vs. Evolution] Custom set, with new Mechanics.
    Moved to Sets, thanks!
    Posted in: Custom Set Creation and Discussion
  • 0

    posted a message on Is Ashiok an aetherborn?
    Quote from krishnath »
    And to put the final nail in the "Ashiok is an Aetherborn" coffin, as fun as this has been: The official description of Ashiok is that Ashiok used to be human.


    Where are you seeing that?
    http://magic.wizards.com/en/story/planeswalkers/ashiok doesn't say anything like that.

    I was surprised to hear the official statement that Ashiok is not aetherborn, I guess there are some differences in the details but the aesthetic is awfully close. The ideas about the aetherborn and the Blind Eternities that popped up here were kind of interesting, though, maybe that will be a plot point with regards to the interplanar transport device Rashmi invented, like the aetherborn want access or are the only sapient creatures that can use it, since it only worked on inorganic material so far and they are supposedly made of refined aether.
    Posted in: Speculation
  • 1

    posted a message on Is Ashiok an aetherborn?
    Seems like a strong guess. At four, that would move Kaladesh into second for the number of native walkers from a plane (with cards).
    (5) Nicol Bolas, Liliana, Karn, Venser, Teferi from Dominaria
    (4) Chandra, Saheeli, Dovin, Ashiok? from Kaladesh
    (3) Ugin, Sarkhan, and Narset from Tarkir
    Domri, Vraska, and Ral from Ravnica
    Arlinn, Sorin, and Tibalt from Innistrad
    Nissa, Kiora, Nahiri from Zendikar

    Posted in: Speculation
  • 0

    posted a message on PAX Kaladesh Spoilers - Saheeli Rai, vehicles, energy, other mechanics
    Shawn himself just made a mistake explaining how the vehicles work, saying that you tap "one creature" not 1 power worth. I like the way it works but they need to be careful in their messaging.
    Posted in: The Rumor Mill
  • 0

    posted a message on [KLD] Updates to the Kaladesh story page - locations, species and more!
    The hints had been there pretty obviously already, but this story confirms that the matter transportation experiment opens the potential for interplanar travel (I don't think there is any other explanation for Saheeli's concern). As this has been the ambition of the Phyrexians throughout their history, there's an obvious seed for that, but it also opens up the possibility for a future block covering a multi-plane conflict, something on the scale of Origins that could actually be more or less tied together in one story. Could be something like Time Spiral or a Masters set with multiple returning mechanics in a new mix.

    Rashmi certainly seems like a possible artifact-related legend, but I'm not sure if her semi-mystic reliance on the Conduit and being an elf was hinting at G in addition to U and R. Looks like we also have Enlightened Keeper Padeem as a legend, presumably WU.
    Posted in: The Rumor Mill
  • 0

    posted a message on Cloned copies of arcane savant/volatile chimera/caller of the untamed and exiled cards
    Note that, due to the "card you exiled" wording, this should only work when cloning your own creatures, unless you are copying an opponent's Arcane Savant, for example, and you also happen to have an Arcane Savant in your draft with an exiled card.
    Posted in: Magic Rulings
  • 0

    posted a message on New Planeswalker Dovin Baan, Vedalken confirmed for Kaladesh
    My guess is that the planeswalker decks will be Nissa and Saheeli in Kaladesh and Chandra and Baan in Aether Revolt. I would be somewhat surprised if we continue to see planeswalker duel decks after the Nissa vs Ob one, since it seems the planeswalker decks would fill that space fairly well, but I guess we'll have a better idea tomorrow.
    Posted in: The Rumor Mill
  • 0

    posted a message on Magic Story: Kaladesh & Aether Revolt (No Spoiler Discussion)
    Was the article just on Monday this week to make room for announcement day on Wednesday?
    Posted in: Magic Storyline
  • 0

    posted a message on What to do with cards with "draft matters" mechanics in eternal formats after drafting?
    This is a topic for Magic General, not rulings, but basically you can either use them in something like a Cube where you draft cards again, or they are pretty much worthless, like the majority of cards pulled from packs.
    Posted in: Magic General
  • 0

    posted a message on Conspiracy tokens
    Yeah, the Assassin, Beast, and Insect are all pretty cool. What makes the Insect token?
    Posted in: The Rumor Mill
  • 2

    posted a message on Full spoiler up
    My only gripe with the set is where are the construct that affect draft? They were and continue to be awesome drafting. That said, the rest of the set far far exceeded my expectations.

    In the story, they closed the Academy and banned cogwork from the streets. Not sure what the story reason is exactly here, but I think the brand idea is to differentiate it better from Kaladesh, which is taking the steampunky flavor for itself.
    Posted in: The Rumor Mill
  • 0

    posted a message on Constructed-legal Conspiracies
    Done. As for your idea, how do you verify someone's deck contents to see that they only have white cards?
    Posted in: Custom Card Creation
  • 0

    posted a message on Mothership spoilers 8/15/16
    Agh why did they keep the Mardu color ordering in her casting cost
    Posted in: The Rumor Mill
  • 0

    posted a message on When to Emerge an Elder Deep-Fiend?
    Nobody gets priority during the untap step. Your opponent will get first priority during their upkeep, then priority passes to you. You can cast it at this time before they go to draw step. Often, players don't expect anything to happen on upkeep, so you may wish to indicate that you have an effect as soon as they are done untapping. However, even if the opponent does quickly draw, you can stop them and back up to the upkeep to cast your card. Call a judge if there is any confusion about the timing (in a tournament).
    Posted in: Magic Rulings
  • 0

    posted a message on MTGS Staff RPG--Ar Ais Spectators and Out-of-Game Commentary
    My daughter seems to be doing fine for now, and it looks like I haven't been edited out yet, so I'll make an effort to check in this weekend. Need to refresh myself on the world and characters a bit I think.
    Posted in: Active Roleplaying Games
  • 0

    posted a message on Conspiracy 2: Take the Crown
    Quote from Flisch »
    Quote from PanteraCanes »
    Quote from 5colors »
    That is what I am thinking. She is an assassin and doesn't mind "killing" but her having the nobel face his mother defiant had a white streak. Plus WB is the colors of spirits and she seems to be our spirit walker in the same way Liliana is the zombie walker or Serra was the angel walker.


    So Liliana creates and controls zombies. Serra I am not sure of but I would assume that she is similar in creating and possibly controlling angels? Kaya does not create nor control ghosts. So this parallel seems very out of place. She actually hunts and destroys them. Also her powers do not seem to interact with the ghosts, she appears to need her daggers to do that? Maybe she was using them as a focal point but it seemed more like using an artifact that interacts with the ghosts and ghost realm.

    She could actually phaseshift into the spirit realm without her daggers, as shown when she one time grabs the tail of the ghost and the other time when she shifted her legs when the nobleman tried to grab her.


    This is also kind of inconsistent - I remember it stating that she couldn't follow the ghost up, so she is bound by gravity/things to stand on, but she can phase through the walls, but if she phases out her legs she doesn't fall through the ground? I guess this has always been a problem for phasing characters in many media though.

    There is a surprisingly large number of story-relevant ghosts strewn about that she could deal with, so it seems like a good hook for a character though.
    Posted in: Magic Storyline
  • 0

    posted a message on Conspiracy 2: Take the Crown
    Seems like WB is a pretty good bet yeah. The reveal didn't really make sense to me...he left another of the same signet rings in the room where he killed her? Or was that her ring? Did she rip up his shirt and the portrait of him after she died?
    Posted in: Magic Storyline
  • 0

    posted a message on How Did Your Prerelease Go?
    Just came back, 3-1. All of my rares were in white, blue, or colorless: Sanctifier of Souls, Always Watching, Wharf Infiltrator, Identity Thief, Elder Deep-Fiend, Engulf the Shore, Tamiyo's Journal. The Deep-Fiend was very good, there were two times I was able to flash it in on the turn 4 upkeep to basically time walk the opponent. Identity Thief was a little weird but I had two people misplay thinking that it could only copy the opponent's creatures, so I was able to save a guy out from under an Aura once and another time they tapped down my Stitched Mangler instead of the Thief, so I just turned into a Mangler and got to reset the ETB ability. Engulf the Shore is weird in limited but I used it a couple of times to clear aggressive fields and reset some of my ETB guys. I think Wharf Infiltrator only ever connected once when I didn't have a creature to discard. Sanctifier of Souls was incredibly good, a game-changing top deck in one case since it allowed me to block flying and push through with a big guy.

    Also had Nebelgast Herald and Drownyard Behemoth for flash tricks that worked very well and two Sigardian Priests, which were ok but there were many times I wished they could hit humans. Subjugator Angel is of course quite good at ending stalemates and Extricator of Sin was pretty interesting the one time I was able to get it out and transformed. I had the black meld pair in my pool but nothing else too exciting in black or red.

    Out of commons I saw on the other side, I was pretty impressed with the 3/2 vigilance green guy and the white bear that pumps +1/+1 on the turn it enters.
    Posted in: New Card Discussion
  • 4

    posted a message on Wanderer of Mausoleums
    When did blue get +1/+1 for each creature that ETB?

    Any color can get temporary pump or counters, and this is almost like Spirit prowess. Fun and interactive.
    Posted in: The Rumor Mill
  • 2

    posted a message on X with Tokens
    Tokens cease to exist as soon as they leave the battlefield. They still count as going to the graveyard if you have a trigger that looks for that, for example Blood Artist would trigger when a token creature dies, but the tokens don't actually exist in the graveyard. Just like you wouldn't shuffle the tokens into your deck before playing, they do not stay in your graveyard (or your hand, library, or exile if an effect would place them there).
    Therefore, the short answer is no, they don't count towards those cards.

    Also, it's probably more convenient for you and for us as readers to use the card tagging functions provided by the forum. You can highlight the card name and click the single Magic card button on the post editor, or type in tags or tags yourself, like this:

    [card]Nighthowler[/card] = Nighthowler

    Welcome to the forums!
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Fill in the cycles with colorless cards!
    I updated your thread title to reflect what you are attempting to do more clearly.
    Posted in: Custom Card Contests and Games
  • 0

    posted a message on The Great Red Expansion
    Tapping in red is what I proposed in the GDS2, it's already on a couple of things like Onslaught, Thundermare, Thundermaw Hellkite, and Deadshot. I think returning to hand or library should be pretty rare for red. In my opinion, the line to draw with blue (and sometimes white) is that if the other player has to spend resources like mana or a draw step again, that's generally not red. A red Remand should let the player cast that spell for free on their next turn.
    Provoke-like effects are fine, but I don't know if the untap part is really needed. Red generally doesn't have the attention span to care if you ran away or whatever, so "target creature must block this creature this turn if able" effects seem fine and do give some overlap with green.

    The only aggressive applications of flash I can think of are something that you can only cast during your combat step that enters the battlefield attacking, or maybe just straight flash and can't block, which is like pseudo-haste but lets you have the mana open on your turn.
    Posted in: Custom Card Creation
  • 0

    posted a message on Sad Cards
    This is a weird and awesome way to design cards. The Papers, Please of custom Magic.

    Having the option to sac Ludevic seems fine. It's a bit weird that you can't just sac anything to start, but I guess it helps push your point.
    Posted in: Custom Card Creation
  • 0

    posted a message on Magic Story Articles Discussion: SOI & EMN [No Spoilers]
    Quote from DVincent »
    An interesting tidbit...Nahiri mentions coming into contact with a mad planeswalker at one time. Do we know who this is already or might it be foreshadowing for a future plot? Or just a random piece of information?

    Took me a minute, but this is almost certainly Ob Nixilis. He seems pretty in control of his evil plans so "mad" is a bit strange, but they have a well-established history.
    Posted in: Magic Storyline
  • 0

    posted a message on "Fears" set is Eldritch Moon
    Apparently whoever Jimmy Wong is, he is hosting a reveal...video? with Maro on the 20th. Got a popup from the Wizards site.
    Posted in: The Rumor Mill
  • 0

    posted a message on Sailing the 7 Seas... you encounter this mighty vessel at night...
    It requires a lot of setup. You could add some sort of evasion or combat ability and model it more off of Guiltfeeder or Graveblade Marauder though.
    Posted in: Custom Card Creation
  • 1

    posted a message on Sailing the 7 Seas... you encounter this mighty vessel at night...
    You only need "T" in mana tags to get the tap symbol Smile

    Here's my take on your concept:

    The Ghostveil WUB
    Legendary Artifact Creature - Ship (M)
    Whenever The Ghostveil attacks, defending player loses 1 life for each Spirit you control and each Spirit card in your graveyard.
    2WB: Return target Spirit creature card from your graveyard to the battlefield.
    0/4

    I guess you can tack on gaining life and Wraiths if you really like, but this would be a fine commander for a Spirit deck.
    Posted in: Custom Card Creation
  • 1

    posted a message on Outlander -- an ability word
    I think the flavor might work a little better with something like "if you paid C to cast this, [effect]" so that you can at least use all of the other colorless producing things. That would be a decent twist on colorless as a minor theme to a future block, kind of like multicolored colorless.
    Posted in: Custom Card Creation
  • 0

    posted a message on Another Quad Commander
    Yeah 6 to 7 on an appropriately sized body should be fine, the color restrictions certainly bring it down even if it is repeatedly free. I actually think it would be pretty funny to have it be like a 0/10 or something random like that. Another cool option would be to reflavor as an Eldrazi for like 3UBRG, give it devoid, and have it exile equal to the number of exiled cards. Perfect for the Ingest/Colorless commander deck and can cover all but one of the Eldrazi for the 99.
    Posted in: Custom Card Creation
  • 0

    posted a message on Another Quad Commander
    Considering it is 11 mana to start getting this effect repeatedly on one player, seems a bit ambitiously costed. Typically this would only give players like...4 turns? before 100 card decks would be milled out, if you can mill even a few in advance.
    I did a similar thing with white instead of green over here (first one). Green has a lot of self-mill and graveyard synergies, maybe this could mill you as well? And maybe it would work better with a larger cost and body.
    Posted in: Custom Card Creation
  • 0

    posted a message on Existing 4-Color Exclusive Mechanics (Now with 2 Legend Cycles)
    Thanks for the look.

    I dropped the hybrid off of Kon-Kon. Her name is the sound of kitsune barking in Japanese, which is kind of dumb but I asked my wife for a name and all of her suggestions were using Kon, but I thought Konmaru was too close to Konohamaru from Naruto and Konda was already a name.

    Yeah Kukemssa just came up as I was looking around the Burning Isles and figured that ranging around Jamuraa and that area in the sea could fit those colors. I wanted to make her a Pirate Wizard actually but I don't think three types fit on a legend. Zeki would be a cool choice to fill out, red and green are a bit of a stretch though. I need some kind of database of creature types that only appear in 4/5 colors or almost that.

    Urgeld should maybe deal damage equal to the CMC of the destroyed thing? But then destroying lands sucks.

    Ha I didn't even know Wyhorn was on another card, just noticed him on Rockcaster Platoon when I was trying to figure out which group should get a Rhino. I figure Siege Rhino is more of a pull into black than Rhox Brute into red. Maybe with some massaging this could be a dark version of Roon of the Hidden Realm instead.

    Actara just doesn't do anything that gives you direction in deck-building. I want some kind of weird Azorius/Golgari combination like detaining creatures and then eating them or something. I wanted to get a "strange bedfellows" two-character legend in here somewhere but couldn't figure out how to pull it off right, I guess one of the CDEF cost guys would work the best.

    New Shu Yun is referring to the Feng Shui animals, but I was just kind of stapling it onto an Asian character for kicks. I'd rather like make him turn into the animals, but I don't think there is enough space as is.

    Pobožan apparently also means "pi"? I was looking for a weird number.

    Yeah the seasons guy is pretty rough, I'd rather dig for land on spring but again, space concerns...maybe I need like, a level-up DFC? A flip DFC? Red was definitely a stretch mechanically and was going for flavor of red leaves, harvest fires, etc.

    Sephona, Spring Maiden 5G
    Legendary Creature - Avatar (R)
    At the beginning of each upkeep, reveal the top card of your library. If it's a land card, put it onto the battlefield tapped, otherwise, put it into your hand. Then flip Sephona.
    4/4
    ///
    Sephona, Summer Maiden
    (white) Legendary Creature - Avatar
    At the beginning of each upkeep, put two 1/1 white Human creature tokens onto the battlefield. Then transform Sephona.
    4/4

    Sephona, Autumn Maiden
    (red) Legendary Creature - Avatar
    At the beginning of each upkeep, add X mana in any combination of colors to your mana pool, where X is the number of lands you control. Then flip Sephona.
    4/4
    ///
    Sephona, Winter Maiden
    (black) Legendary Creature - Avatar
    At the beginning of each upkeep, each player sacrifices a creature. Then transform Sephona.
    4/4

    I vaguely recall having designed something like this before.
    Posted in: Custom Card Creation
  • 3

    posted a message on Existing 4-Color Exclusive Mechanics (Now with 2 Legend Cycles)
    A few more ideas:

    Shu Yun, Master of the Four Winds 2U
    Legendary Creature - Human Monk (R)
    1W: Shu Yun gets +1/+1 and gains first strike until end of turn.
    1U: Shu Yun gets +1/+1 and gains flying until end of turn.
    1B: Shu Yun gets +1/+1 and gains deathtouch until end of turn.
    1R: Shu Yun gets +1/+1 until end of turn. Regenerate him.
    3/2


    Experiment Pobožan 4G
    Legendary Creature - Shade Mutant (R)
    1U: Experiment Pobožan gets +0/+2 and gains flying until end of turn.
    1B: Experiment Pobožan gets +1/+1 and gains menace until end of turn.
    1R: Experiment Pobožan gets +2/+0 and gains first strike until end of turn.
    5/5

    Sephona, Season's Turn BRGW
    Legendary Creature - Avatar (R)
    2G: If there are no season counters on Sephona, put a season counter on her and untap all lands you control.
    2W: If there is one season counter on Sephona, put a season counter on her and put two 1/1 white Human creature tokens onto the battlefield.
    2R: If there are two season counters on Sephona, put a season counter on her and put a +1/+1 counter on each creature you control.
    2B: If there are three season counters on Sephona, remove all season counters from her and each player sacrifices a creature.
    4/4

    Dubious on space for that one and could conceivably swap blue in for winter with some other effect (bounce a permanent?), but the four seasons would be cool to see.

    Posted in: Custom Card Creation
  • 2

    posted a message on Existing 4-Color Exclusive Mechanics (Now with 2 Legend Cycles)
    Vistabel, Seer of the Edges WUBR
    Legendary Creature - Vedalken Wizard (R)
    Whenever a card would be put into an opponent's graveyard from anywhere, exile it until end of turn instead.
    You may play cards exiled with Vistabel, Seer of the Edges.
    3/4

    Kon-Kon Two-Tails 1UB
    Legendary Creature - Fox Ninja (R)
    Creatures you control have skulk.
    RW: Target creature gets +1/+0 and gains double strike until end of turn. That creature can't attack you this turn.
    2/2

    Chroda, Kukemssa Trawler UBRG
    Legendary Creature - Human Pirate (R)
    Islandwalk
    Whenever you cast an instant or sorcery spell, return a creature card at random from your graveyard to your hand.
    Whenever you cast a creature spell, return an instant or sorcery card at random from your graveyard to your hand.
    3/2

    Petro, Necro-Alchemist 3BR
    Legendary Creature - Human Wizard (R)
    Attacking creatures you control have undying.
    GU: Move all counters from target creature you control to Petro, Necro-Alchemist.
    2/2

    Haima, Dune-Brood Caller BRGW
    Legendary Creature - Elf Shaman (R)
    Token creatures you control have menace and vigilance.
    Tap an untapped token creature you control: Add one mana of any color to your mana pool.
    3/3

    Urgeld, Fomori Herald 4RG
    Legendary Creature - Giant Cleric (R)
    Whenever a spell or ability you control destroys a permanent an opponent controls, Urgeld deals 2 damage to that player.
    3WB, sacrifice a permanent: Destroy target permanent that shares a type with the sacrificed permanent.
    5/5

    Elyxarus, Boon Sharer RGWU
    Legendary Creature - Centaur Shaman (R)
    Whenever an Aura enters the battlefield attached to Elyxarus, Boon Sharer, you may choose any number of other target creatures you control and pay 2 for each creature chosen this way. If you do, put a token that's a copy of that Aura on each of the chosen creatures.
    3/3

    Karena, Soulshifter GW
    Legendary Creature - Human Wizard (R)
    Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
    UR: Return the creature paired to Karena to its owner's hand, then you may put a creature card from your hand onto the battlefield. If you do, pair it to Karena.
    2/2

    Knight-Captain Wyhorn 1GWUB
    Legendary Creature - Rhino Knight (R)
    Creatures you control have exalted.
    At the end of combat each turn, each player sacrifices all but one of the creatures he or she controls that attacked or blocked this turn.
    4/4

    Actara, Verdigris Sphinx 2WU
    Legendary Creature - Sphinx (R)
    Flying
    3BG: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
    As long as Actara, Verdigris Sphinx is monstrous, it has vigilance and deathtouch.
    3/3

    My enchantment idea ended up working better in the non-red group and the last design is totally uninspired, but this was a fun exercise.
    Posted in: Custom Card Creation
  • 3

    posted a message on Conspiracy 2 Take the Crown
    Dare I hope for some new Rebels?
    Posted in: The Rumor Mill
  • 0

    posted a message on Nahiri's Ultimate and Eldrazi Displacer
    Yes, this works as you hope. You won't get an extra turn or anything, but you can get around the return to hand restriction and have Emrakul stay on the battlefield since she (Emrakul uses female pronouns) will be considered a new object from the one found by Nahiri.
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Magic Story Articles Discussion--"All That Came Before"
    Quote from Flisch »
    So, one thing I noticed is that last week's story was based on Prodigal Sorcerer with its original printing set on Dominaria (presumably), while this week's story's card, Ancestral Mask was originally a card from Mercadia. Aditionally, both cards got new art for EMA. Could this mean that there's a pattern? Could we narrow down the possibilities for the next stories?


    We're back to Innistrad next week.

    The Shadows over Innistrad storyline will resume on June 8. Until then, check back in the next two weeks for new tales from around the Multiverse.

    Bottom of this page: http://magic.wizards.com/en/articles/archive/magic-story/i-am-avacyn-2016-05-18
    Posted in: Magic Storyline
  • 0

    posted a message on Magic Story Articles Discussion--"All That Came Before"
    Yeah Rebels was one of my first constructed decks I worked on, it was nice to see Mercadia. Not sure why everyone alive is named Cho-something but there was some nice worldbuilding and attempts to show a believable culture. I liked "kept three dogs and no husbands." The ending was touching as well.
    Mercadia certainly has historical connections to the Phyrexian conflict that could be developed more. Would be nice to see it at least get a cameo spot if we ever get some kind of set spanning an interplanar war against Phyrexia.
    Posted in: Magic Storyline
  • 0

    posted a message on blink and block
    And just to make sure, the attacking creature was blocked in this case, so it won't deal any damage to the defending player unless it has trample.
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Question about a combo working.
    Please use card tags when posting like this:

    [card]Rooftop Storm[/card] = Rooftop Storm
    Carrion Feeder
    Gravecrawler

    This works as your brother says. He controls the Carrion Feeder, so he can cast Gravecrawler from his graveyard. Rooftop Storm lets him cast his Zombies for free. This means he can do this loop an arbitrarily large number of times.
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Scavenge vs Salvage
    Wizards has shown a willingness to put out endless strings of mechanics that put +1/+1 counters on your guys, so I don't think there is any problem with pushing into slightly different space with your Salvage mechanic. You could always flavor it slightly differently (maybe "Remembrance" or "Heritage" with the idea of drawing strength from the past) so that it goes easily on non-permanents as well. "Salvage" to me seems like it should only be on artifacts (just the word).
    I'm not sure what the context is, but RTR had a number of Scavenge-ripe targets like Wild Beastmaster. If you go with a mechanic that only adds one counter, you could have some similar creatures, but also creatures like Crowned Ceratok or the outlast guys that care about counters in more of a binary fashion, getting bonuses just from having one.
    Posted in: Custom Card Creation
  • 0

    posted a message on Proper Use of Targeting?
    Keep the discussion limited to the concept, not the people posting. Thanks.
    Posted in: Custom Card Creation
  • 0

    posted a message on Kaalia and Master of Cruelties
    http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/478229-master-of-cruelties-and-kaalia

    Yes, assuming nothing else happens, the Master will set life to 1 and Kaalia will deal 2 damage.
    Posted in: Magic Rulings Archives
  • 5

    posted a message on Commander 2016 4 Colour Commanders
    I was exploring what mechanic themes they might pull off here a while back, might be relevant food for thought. Eldrazi are another decent candidate for the non-white group, it's kind of unfortunate in that respect that Eldrazi Displacer is good.
    It would also be sweet if a WUBR guy could pull off the four celestial animals.

    Quote from Gerrard"s Mom »
    Hey, I'm sure other people have worked on 4-color Commander sets and whatnot, I see at least one other attempt by Lef on the front page of the forum right now. I don't know if this thread is going to actually make many cards, but I was trying to figure out if there are any mechanics that are actually limited to all but one color, or close to that. We might then be able to use those examples to inform some themes for Commander sets or factions in a full set or something. I know the arguments that 4-color is close to meaningless, just trying to scrape any signs of meaning out of the existing card pool.
    Basically, I'm trying to come up with a list of mechanics (broadly defined) that appear exclusively or almost exclusively in 4 colors, plus maybe some that only appear in 3 colors but could reasonably be extended to one but not both of the other colors. I'm focusing on the Modern card pool to try to weed out weird bleeds.

    WUBR
    Flying
    Green gets flying bleed fairly often, but the other colors get it pretty much every set. Not a very good tip to build anything around, but I guess a faction or commanders in this combination could use flying.
    Imprint
    Has never appeared in black or green, but black is quite a bit more likely to exile cards in general, and some of the artifacts like Mimic Vat feel pretty black. A focus on manipulating exiled cards works well for the not-green group since green is the most earthy and grounded, whereas exile kind of represents abstraction and being removed from the natural order.
    Rebound
    Green has only Prey's Vengeance, while black has two rebound cards. I don't think there is anything mechanical or flavorful to keep rebound out of green though, except that green is the most creature-focused and this is a spell mechanic.
    Gain control
    Green only has Gilt-Leaf Archdruid in the modern pool, and its reliance on destiny means it wants you to make do with what you have in your own deck. White is sparse, but all of the nongreen colors are capable of stealing stuff.

    In general it feels like this group should have smaller, evasive creatures, with good spell support in removal and tricks. It can exploit your resources by exiling or stealing them. A civilized but volatile group.

    UBRG
    Drawing
    White gets cantrips and occasionally draw triggers for things it likes to do, but all the other colors are better at drawing in their various ways.
    Madness
    White, blue and green are tied at 2 madness cards each, but I think blue has a lot more "mad scientist" flavor and is far better mechanically at cycling through cards and UG Madness was an actual deck. I can't really think of any good reason for green to have madness though, unless you reflavor it a bit as recycling or making use of discarded stuff.
    Undying
    This is slightly surprising since white gets some kinds of reanimation, but I guess it never got any actual undying cards, basically to reinforce the white humans vs other monsters in Innistrad.
    Mana Manipulation
    Red and green are the main colors to ramp or ritual into mana, but black and blue also have histories of manipulating mana types and gaining mana from nonland sources. White only rarely can search out some lands, usually with an equality stipulation. Delve could extend from Sultai into red easily.

    Based on the ideas above, this group should be churning through a lot of cards finding the best ones, but also having plenty of ways to take advantage of its spent resources. Mid to large sized creatures, a lot of organic growth fueled by dark and dangerous secrets.

    BRGW
    Destroy
    Blue basically never destroys anything, except in Polymorph and cards with related flavor. This group could have triggers off of the actual destroy action, or more broadly on things going to the graveyard from the battlefield.
    First strike
    A couple of weird mono-green examples put this here, but I don't know if it's much to go with. I guess the idea is that blue doesn't care too much about combat damage; infect, wither, lifelink, and for the most part trample also fall in this group.
    Intimidate
    Obsolete, but I guess with Spectral Rider it technically fits here. Menace kind of works but isn't particularly white.
    Echo
    There is only one mono-blue echo card, and echo kind of goes against blue's philosophy of planning ahead and using resources well.
    Convoke
    Chief Engineer is blue's only convoke card, and doesn't have it itself. I don't think this one is particularly good since blue seems like it could have reasonable flavor of working together on convoke, or exploiting the tricky nature of convoke for counterspells and whatnot. I guess blue is the worst at making tokens, so the other colors have more inconsequential bodies around to use for convoking.

    This group is most focused on the battlefield. It wants to get a lot of its own things there as quickly as possible, and remove other people's stuff. Go wide and stay on the offensive. A reckless, instinctual horde, perhaps bound together through unquestioned religion or dogma.

    RGWU
    Soulbond
    Miracle
    The color balance in Avacyn Restored gave us these two options. Soulbond is a great fit since black only trusts itself, but the other colors are willing to forge meaningful relationships. Black is probably better at top of deck manipulation and drawing than white is mechanically, so it's basically only flavor that put miracle in these colors.
    Provoke
    Only here because of Greater Morphling, and would probably fit better in the non-black group.

    This one is a bit tough to figure out based on what I have found so far. I guess these colors as a group are looking for synergy, so things like Slivers and Allies fit well. Share with the whole group instead of focusing on one individual. There is room for individuality and improvement, but a majority focus, so perhaps something like a democracy would fit.

    GWUB
    Exalted
    This is the one that prompted this line of thought. After appearing on Bant and then jumping to black in M13, exalted has appeared everywhere except red. This makes pretty good sense. White is all about volunteering to help the group, and black exalted can either be pulling all the attention to themselves or flavored as servant type creatures. Blue has no problem contributing to another for strategic advantage, and I guess green exalted is just about natural cooperation and the mechanics of pumping a big attacker. Red, being the most individual-focused, just wants to do what it wants to do without worrying about the social constraints of being expected to help out another attacker, and mechanically it usually wants to put out a lot of guys and attack all at once. Red is much more about the infectious emotion of combat, not calculating the benefit of having one person go to battle.
    Hexproof/Shroud
    Xathrid Slyblade gives black one entry here and white has a couple of things that give you hexproof or can get hexproof as kind of a protection-lite. Red has no hexproof cards at all. I'm not entirely sure what to make of this, I guess red just isn't very careful about protecting itself.
    Enchantment bonuses
    Enchantments are red's major blindspot or weakness, but the other colors all have various rewards for playing enchantments, but red has almost none outside of the thematic bleed for Forgeborn Oreads.

    This group of colors focuses on building up and protecting one powerful threat, through contributions from other creatures, Auras, etc. A strict hierarchical society, working for the benefit of a single or few powerful entities. They also seek to limit the freedom of their opponents through rules and denial.
    Posted in: The Rumor Mill
  • 0

    posted a message on Red/White Rebel Keyword Action - Motivate(?)
    Quote from Gerrard"s Mom »
    I further think "instigate" would have been the perfect term.

    I like the word, but "instigate target creature" reads pretty strange.
    "Instigate a creature. (Put a +1/+1 counter on target creature and it becomes a Rebel in addition to its other creature types.)"?

    Yeah but "instigate" doesn't normally take just a person as an object like that without an infinitive as complement. You can "instigate the people to action" or "instigate a quarrel" but it's not natural to say "he instigated his friend" or something like that.
    "Recruit" is pretty good but doesn't seem to carry the inspiring connotation that the +1/+1 would imply. "Impassion" and "Inflame" are options but not quite right. Maybe "Rouse" is actually the closest.
    Posted in: Custom Card Creation
  • 0

    posted a message on Red/White Rebel Keyword Action - Motivate(?)
    I further think "instigate" would have been the perfect term.

    I like the word, but "instigate target creature" reads pretty strange.

    Quote from shinquickman »
    Sway to the Cause is definitely not Mono-R. Perma control is something only Blue can do, also black on a few occasions. A variation of Might Makes Right is more fitting.

    Sure, maybe this space is better for like a rare that can both motivate (at least once) and Threaten a Rebel every turn or something like that.

    Thanks for all the other comments, if I actually get around to building a custom cube I'll look for more feedback then.

    Posted in: Custom Card Creation
  • 3

    posted a message on Fall Set is Kaladesh, Winter Set is Aether Revolt
    Aether Revolt is definitely the place for a Legendary Thopter.
    Posted in: The Rumor Mill
  • 0

    posted a message on Red/White Rebel Keyword Action - Motivate(?)
    Yeah, actually it's unfortunate that "Rebel" didn't quite fit the flavor position that the Allies had, since the Eldrazi weren't the government or anything. Or that Wizards didn't decide to use the somewhat broader "Ally" in Masques block. There are conceptual ties and it would have been great for casual builders and maybe even for Constructed potential to have an open-ended "extra class" tribe in this flavor space that could sustain different implementations across planes, instead of to have these isolated groups like Rebels, Allies, the Coalition, and the Mirran resistance. Of course, some might consider the mechanic and flavor distinction between these factions a plus.

    Tribal interactions are definitely the other piece here, so I guess this is more of an A+B mechanic or whatever they call it than a linear one; you need motivate cards and Rebel payoff, although motivate is generally going to be reasonable on its own. Tribal interactions are also the only way to tie back to the old Rebels, since motivate can't really do anything with Rebels in your library.
    Posted in: Custom Card Creation
  • 1

    posted a message on Red/White Rebel Keyword Action - Motivate(?)
    I have a soft spot for Rebels, and one of my recurring themes has been to shift them into red for a set. I think white-red is the natural color pie home of a Rebel faction, as they would be coming together in a common cause (white) to fight passionately for freedom (red). I don't think the mechanical identity of searching up the chain is something that we would see reprinted for several reasons, such as the time required for tutoring/shuffling, the repetition it brings to games, and the fact that it wouldn't fit well into red mechanically and I don't think it makes all that much sense for a ragtag group of rebels flavorfully.

    I thought of a somewhat boring but functional mechanic that would fit these criteria and create a somewhat new twist on tribal play. The idea is that the Rebels convert others to their cause and inspire them to fight, adding the Rebel creature type along with a +1/+1 counter. Associating counters with the type addition would alleviate some of the memory issues, thought it also means that other counter adding in the set would have to be kept to a minimum, or conversely that the mechanic might spread to green a bit.

    Making this a keyword action gives it some flexibility. "Motivate" seems like a decent word to capture the flavor, although maybe it's a bit tame. "Instigate" is cool but has a slightly negative nuance, "inspire" is unfortunately too close to inspiration, and "arouse" or "excite" would induce too many facepalms with the man-children in my playgroup. Open to other suggestions though.

    The basic applications are pretty obvious, so I won't bore you with 5 different ETB motivate french vanilla guys and the obligatory motivate combat tricks, but here are some experiments/support cards. Also, I thought about making it only possible to motivate non-Rebels, but I don't think that adds enough flavorfully to be worth the complexity. I think creatures should by convention only motivate other creatures, though.

    Rebel Instigator 2R
    Creature - Human Rebel (U)
    Flash, haste
    When Rebel Instigator enters the battlefield, motivate another target creature. (Put a +1/+1 counter on that creature and it becomes a Rebel in addition to its other creature types.) That creature attacks this turn if able.
    2/1

    For the Cause 2W
    Enchantment (U)
    Whenever a creature you control dies, motivate target creature you control. (Put a +1/+1 counter on that creature and it becomes a Rebel in addition to its other creature types.)

    (Could make this only trigger when a Rebel creature you control dies, but I'd probably want it to be a creature itself then. Might be a line to use on a lord.)

    Sway to the Cause 3R
    Enchantment - Aura (U)
    Enchant creature
    You control enchanted creature as long as you control another Rebel creature.

    Stir the Populace 3WW
    Sorcery (C)
    Put a 1/1 white Human creature token onto the battlefield, then motivate target creature you control. (Put a +1/+1 counter on that creature and it becomes a Rebel in addition to its other creature types.)
    Repeat this process two more times.

    Sympathetic Orgg 1RR
    Creature - Orgg (R)
    Haste
    At the beginning of each end step, sacrifice Sympathetic Orgg unless it has a counter on it.
    4/4

    Sparkbuilder 1R
    Creature - Goblin Shaman (U)
    At the beginning of your precombat main phase, add R to your mana pool for each counter on Sparkbuilder.
    1/2

    Enthusiastic Conversion 1W
    Enchantment - Aura (U)
    Enchant creature
    Enchanted creature is a Rebel in addition to its other creature types and has "1, T: Motivate target creature you control. (Put a +1/+1 counter on that creature and it becomes a Rebel in addition to its other creature types.)"

    Spurred to Action RW
    Instant (U)
    Motivate target creature you control. (Put a +1/+1 counter on that creature and it becomes a Rebel in addition to its other creature types.) Until end of turn, whenever a source would deal damage to you or another permanent you control, you may have that damage be dealt to the target creature instead.
    Posted in: Custom Card Creation
  • 0

    posted a message on Spectra Ward and attaching Auras
    Your opponent is correct. Boonweaver Giant places an Aura onto the battlefield. Auras only target when they are cast, this effect is not casting them. Normally, protection from all colors would prevent both targeting and being enchanted, but Spectra Ward specifically states that it doesn't affect Auras, so as long as you are attaching them without targeting the Giant (such as with the Giant's ability or Flickerform), you are free to pile up Auras.
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Keyword Combat Scrumble - Avacyn ganged by Werewolves?!
    Avacyn will die due to lethal damage right after the damage is assigned in the first strike step.
    The Bandit is still blocked, but there is no longer any blocking creature with toughness to assign damage to, so all 5 of the damage in the normal damage step is dealt to Norman.
    Ah indestructible yeah, still works though, Avacyn has "lethal" damage assigned so you get to trample through for 5.

    EDIT to add relevant rule.
    Quote from 702.19b »
    When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt.

    Indestructible doesn't prevent the damage from being dealt. It is still marked and considered "lethal" due to the definition of lethal damage:
    An amount of damage greater than or equal to a creature’s toughness.
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Plane Shift: Zendikar
    Yeah there is some interesting fluff, but the most work on crunch definitely went into the races, which is cool I suppose. Nice range of sub-options for merfolk and goblins.
    It would be cool to have an article like this to tie-in every month or so. Innistrad, for example, would want more class options for like a cathar type paladin and a stitcher wizard variant. They could go back another month and do werewolves with some monster stats and player options.
    The content on the D&D site is pretty sparse, so this would be a welcome addition.
    Posted in: Magic General
  • 0

    posted a message on Permanent > Nonpermanent Counter
    Yeah, I figured "permanent spell" was a viable wording, didn't know it was actually defined already. But I don't see any cards that actually use it.
    Yet Another Æther Vortex is the only card that uses "noninstant, nonsorcery" so I think either spelling it out or using "permanent spell" is fine, but the dichotomy is noted.
    "Permanent spell" would probably be avoided at anything lower than rare, so at least 2 mana gives you the janky promise of countering your own Memnite to cast Storm Herd or something.
    Posted in: Custom Card Creation
  • 0

    posted a message on Permanent > Nonpermanent Counter
    Abstract UU
    Instant (R)
    Counter target artifact, creature, enchantment, or planeswalker spell. If that spell is countered this way, its controller may cast an instant or sorcery spell from his or her hand without paying its mana cost.

    I want to use "permanent spell" and "nonpermanent spell" but it doesn't look like we have support for those terms right now. Compared vs Fold into Aether, the counter condition is more specific and the payoff is probably worse, but should it cost 3?
    Posted in: Custom Card Creation
  • 0

    posted a message on 1994-ed Gitrog EDH
    Haha, I thought something was familiar but didn't realize the Chub Toad resemblance. Love the Moss Elemental token as well. This is a fun idea.
    Posted in: Custom Card Creation
  • 0

    posted a message on Instants, Priority, Untap, Upkeep, Draw & Main Phase
    If all you are trying to do here is to keep the Avacynian Missionaries from transforming and exiling one of your creatures, you have tons of occasions to do so. You could do it on the opponent's upkeep before they draw a card (maybe you are worried about them drawing a pump spell), or respond to their attempt to equip the Missionaries (this gets them to waste some mana), or even wait until the transform trigger goes onto the stack at the end step (although in this case if you let them get equipped, they will be out of reach of your Fiery Temper).
    Playing a land does not actually use the stack, so you can't respond to playing a land itself. However, you do technically have to pass priority for the opponent to move on to each of the phases in their turn. Usually nothing happens during the upkeep, so people skip right through it by untapping and drawing. If you know you are going to do something during the upkeep, it's best to start to say something as soon as they begin untapping so you can catch them before they actually draw or look at the top card. Likewise, it is common for people to just start tapping attackers, but you actually get priority during their first main phase and their beginning of combat step. You may want to have them back up so you can cast instants that tap down potential attackers, for example.
    The opponent can't deny you these chances by playing quickly, so you might want to ask them to slow down or announce phases if you need to make sure the timing comes out right. This is often in the best interests of both players; for example, if you rush into combat too quickly, you might show who you intend to attack with and key the opponent into making a different decision with the precombat instant they wanted to cast.
    Posted in: Magic Rulings Archives
  • 1

    posted a message on Asylum Visitor in 2HG
    Since it triggers on each player's upkeep, you get two triggers on each team's upkeep step (if both players have no cards). Compare to Verdant Force, which is just the beginning of each upkeep, so it would only trigger once for each team in 2HG. In the case of your own turn, this would be two triggers from your permanent, so you get to stack them however you want (it doesn't have anything to do with turn order, both triggers are yours). You would be able to get two cards if you have the trigger for yourself resolve before the trigger for your teammate.
    Posted in: Magic Rulings Archives
  • 0

    posted a message on Mana Symbol Ordering Rules?
    There is a clear and sensible order and it is someone's job (Del Laugel and/or whoever else is editing and templating cards these days) to get it right now. This was not always the case, so the older cards like Legends just didn't have these controls. Currently, this is the order for all the multicolor combinations, except that the wedges were changed in Khans to emphasize the main color, as described by MrMoustache.

    WU
    WB
    UB
    UR
    BR
    BG
    RG
    RW
    GW
    GU
    WUB
    WBR (RWB)
    UBR
    URG (GUR)
    BRG
    BGW (WBG)
    RGW
    RWU (URW)
    GWU
    GUB (BGU)
    WUBR
    UBRG
    BRGW
    RGWU
    GWUB
    so aesthetic

    The wedges in parentheses are how they were displayed in Tarkir, but I would expect the standard order still applies for any other wedge cards (such as The Mimeoplasm).
    Posted in: Magic General
  • To post a comment, please or register a new account.