All permanents on the battlefield will be sacrificed, yes, and lands are permanents. While the individual steps of the spell's effect are sequential, each step is taken by all players simultaneously, so the Lattice and all the other permanents will be sacrifcecd at the same time.
101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.
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Oct 20, 2017Yes. Alternative costs only replace the mana cost, but additional costs, cost increasers, cost reducers, and Trinisphere all apply after that. And Trnisphere is always last as it doesn't fit any of the other categories. You always calculate the cost of a spell this way:Posted in: Magic Rulings
total cost =
(mana cost/alternative cost
+ additional costs
+ cost increases
- cost reductions)
Oct 20, 2017It doesn't. The type change does not give inherrent power/toughness, and setting those isn't even nessessary for such effects (just look at vehicles and the crew ability). But an ability that changes type to creature usually also sets power/toughness, so that the resulting creature doesn't end up with undefined power/toughness. Something that can happen with the crew ability if a nonvehicle gains a crew ability.Posted in: Magic Rulings
Oct 20, 2017Posted in: Magic RulingsQuote from void_nothing »The answer is in the layers system. Ensoul Artifact is a type-changing effect, in layer 4. Overwhelming Splendor is power-and-toughness setting, layer 7b. Since the Splendor effect always applies last, the creature is 1/1 and has no abilities.
That's actualy incorrect. Both Ensoul Artifact's ability and Overwhelming Splendor's ability create several effects, that apply in different layers. EA has type changing and power/toughness setting, while Splendor has ability adding/removing and power/toughness setting. For the parts that apply in the same layer (power/toughness setting), time stamp matters. So the later of the two enchantments's time stamps wins out on power/tougness.
Oct 20, 2017No, his Fatal Push will "fizzle" (= be countered by the game rules for lack of legal targets). Fatal Push's target must be legal at two times: when the spell is cast, and when it would resolve. Due to hexproof, your Blighted Agent is not a legal target for the Push anymore, and it has no ther targets, so it "fizzles". Fatal Push's self replcement effect only changes what CMC the target can have to be destroyed, but it doesn't change the fact, that the creature is targeted. In fact, target legality is checked before that replacement effect is even applied.Posted in: Magic Rulings
Oct 19, 2017Note, that Lazav only copies a creature card that enters your opponent's graveyard, so self milling a creature won't let him copy it.Posted in: Magic Rulings
In general, if a card refers to itself by name, like the Gods, that only means [this object]. If an ability wants to refer to the name specifically, it will use the phrase "card/creature/etc. named ...". For example, see Mirror-Mad Phantasm. The ability first references [this permanent], and later lets you "search" for a "card named Mirror-Mad Phanstasm".
Oct 19, 2017Yes, your opponent has to sacrifice the Dragon, since it became the target of an ability. It doesn't matter, what the spell or ability would do to its targets, just that it targets the Dragon. To see wether a spell/ability targets look for the word "target", it has to be there for all targeted spells/abilities, either in the card's text or the rules text for its abilites. Auras spells target, because the rules for the enchant ability say so.Posted in: Magic Rulings
Note, that you cannot activate the Chains before the declaration of blockers, since no unblocked creature exists before then, so no legal target.
Oct 18, 2017Yes, Monstrous Onslaught was intented to get rid of my opponent's creatures after the Godhead came down. That didn't work out so well, and doesn't seem that nessessary anymore either. After all, with first strike, flying and/or trample (if I can fit in some Tuskguard Captainss again), my creatures can do the wiping simply by attacking.Posted in: Casual & Multiplayer Formats
I have been pondering some of those fight cards already, others totally slipped my mind (like Savage Punch), so thanks for reminding me. Especially Mutant's Prey and Savage Stomp have caught my interest. Setessan Tactics could be brutal, hm ...
Oct 18, 2017My first thought would be W/R. Huatli is a major factor to draw me into that color combination, as are the four (!) solid removal spells, and simply the depth of those colors, especially the early creatures.Posted in: Sealed Pool & Draftcap Discussion
Something like this
This deck may even be able to run well on only 16 lands, if you need another slot for something.
Alternatively, since green, while not being that deep, has quite the power to offer as well (especially that Thundering Spineback), you could go W/G/r, splashing red only for Huatli and the Unfriendly Fires
Well, this, too, looks quite nice. With two token generators, you can overwhelm the opponent pretty consistently, and with two mana accellerators you can also drop those big dinos quite a bit earlier and also quite consistently. That Fire Shrine Keeper may also be splashworthy if you need even more removal.
I think, both decks are viable. If you prefer being aggro, play W/R. If you rather build up to something big, W/G/r is for you. Maybe try both versions.
Oct 18, 2017In order to rebond a soulbonded creature, you first have to break the bond. If the soulbond creature is already paired with another creature, the soulbond trigger won't even go off when a new creature enters. Likewise, you can't bond a new soulbond creature to an already paired creature.Posted in: Magic Rulings
So without any other cards, you can break the bond by blinking either the DEN or the Shaman. Pairing is optional, so you can just choose not to bond the returning DEN to a creature. If the Caryatid is already on the battlefield, you have to blink the DEN in order to pair it with the Caryatid. If the Caryatid is still on the stack (or the spell/ability putting it on the battlefield still is) you can blink either part of the current pair.
Oct 18, 2017I finally had the chance to test out the deck yesterday after a few more modifications (added a 23rd land, pulled a Godhead and a Bond-Kin as well as all the Prisms, added a third Sage and full set of Cauldron Haze). Though the opponent wasn't exactly the best choice as he is an avid tournament player who only brought tournament worthy decks for various formats to test against other such decks, but he didn't have a like minded opponent that day. Suffice it to say, I got stomped by his legacy combos and even his Standard aggro deck, but it was still quite interesting and I got to figure out some deficiencies of my deck (when I got past turn 3 with it).Posted in: Casual & Multiplayer Formats
The most crucial thing I recognized about my deck is that Monstrous Onslaught is way too slow for it. I need my removal to be cheaper, faster (=instant) and less relying on the board state. While Onslaught can in theory be a one-sided board wipe with the Godhead out, that happens way too late.
I want to be able to play Hardened Scales on turn 1 when I have it in my opening hand, so I need my lands to provide that mana on the first turn, which none of my duals can. Not a big deal, if I cannot make it happen, but still something to keep in mind. Maybe I can free a few of my Temple Gardens from other decks ...
I have cut trample in favor of flying, but there was a game, where the former would have made a hell of a difference. So maybe I can find some room for a Tuskguard Captain or two?
Cauldron Haze only showed up in two games, and it did spendidly. I still didn't win those games, but it twarted a Wrath of God, which is exactly the reason for which I put it in the deck in the first place.
Here's the version of the deck I played yesterday (it's 61 cards right now):
Godhead+1Magic OnlineOCTGN2ApprenticeBuy These Cards Lands (23)
4 Sunpetal Grove
3 Canopy Vista
1 Wooded Bastion
1 Reflecting Pool
4 Aquastrand Spider
3 Ainok Bond-Kin
2 Anafenza, Kin-Tree Spirit
3 Reclamation Sage
3 Abzan Falconer
4 Cytoplast Root-Kin
4 Daghatar the Adamant
3 Godhead of Awe
4 Hardened Scales
4 Cauldron Haze
4 Monstrous Onslaught
So, does anyone have some ideas for making it better?
Oct 17, 2017It is only a damage prevention effect. While protection inherrently also prevents damage, it also does a lot more. Prismatic Strands only prevents damage.Posted in: Magic Rulings
Also, ask away, however many rules questions you have. Some of us are just waiting for the next question to answer.
Oct 17, 2017The power/toughness switch is always the last, since all those effects are applied in the very last layer, even if they are created earlier than other effects that apply in earlier layers. Time stamp only matters within a layer. So Tireless Tribe will be a 5/1 wether you switch first and then use its ability, or the other way around. Further disards will only increase power due to the switch effect. A second switch effect would essentially negate the first one and make all those buffs affect toughness again.Posted in: Magic Rulings
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