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  • posted a message on Mimic Vat and its token
    Quote from baihai
    Say I have a Sun Titan imprint on my Mimic Vat
    If I make a Sun Titan token during my opponent end step, will the token be exiled during my turn's end step or the token will be exiled on my opponents turn?

    basically, will the token survived till my turn?


    Yes, it will survive the end of your opponent's turn. The delayed triggered ability created by Mimic Vat goes on the stack at the beginning of the End Step. If you use Mimic Vat during your opponent's End Step, you've already passed the point at which the delayed triggered ability would go on the stack, and it will go on the stack at the beginning of the next End Step (yours).
    Posted in: Magic Rulings Archives
  • posted a message on Artifacts that turn to creatures
    A good summary is to say that all permanents have summoning sickness if you haven't controlled them since the beginning of your last turn. However, summoning sickness only affects creatures.

    Therefore, if a noncreature permanent comes into play, it has summoning sickness, but it doesn't matter because it's not a creature. If you turn it into a creature before summoning sickness wears off, it's still sick.
    Posted in: Magic Rulings Archives
  • posted a message on Leyline of sanctity question
    Quote from joedot
    i was in a rush when i wrote it.

    i meant that if your opponent has the sanctity


    If your opponent has Leyline of Sanctity, you can't play Cruel Ultimatum targeting him, which means you don't get any of the effects of Cruel Ultimatum. You can't play Cruel Ultimatum without a legal target.
    Posted in: Magic Rulings Archives
  • posted a message on Destroy/Exile vs Landfall
    Quote from Free 7hinker
    Then what's up with this?

    My Turn: Cast Emeria Angel & (when it resolves) play a land to activate its Landfall ability (pass priority)
    Opponent's Turn: Responds with Path to Exile/Doom Blade
    Result: Creature is exiled/destroyed, but its Landfall ability goes through

    This is allowed, regardless if another ability triggers when Admonition Angel enters the battlefield. This is confusing because I'm getting different responses for different scenarios.

    From what I've gathered, the controller regains priority after Admonition Angel resolves. An opponent can't respond with a removal, only a counter spell. At that point, I can play a land for Landfall (there is no more stack). My opponent now responds with a removal because Admonition Angel has resolved. She will be removed from the battlefield, but its Landfall ability will still trigger (independent of the stack).


    This is pretty close to accurate.

    1) You have priority. You cast Admonition Angel.

    2) Admonition Angel is on the stack. You pass priority to your opponent. At this point, he could play a counterspell, like Cancel or Essence Scatter, targeting Admonition Angel. The Angel, because it is still a creature spell, and not a creature, it is not a legal target for Path to Exile, Terminate, or Doom Blade.

    3) If your opponent does nothing, just passes priority back to you, the top object on the stack, the Angel, will resolve, and the Angel will come into play.

    4) After the Angel resolves, you now have priority. If nothing else triggered, you have priority, and the stack is empty.

    5) Since you have priority and the stack is empty, you may play a land, causing Admonition Angel's triggered ability to go onto the stack. That ability will resolve, regardless of what happens to the Angel.

    6) If, however, in 4, something did trigger upon the Angel entering the battlefield, then, although you still have priority, the stack is not empty. For example, if there is a Soul Warden in play when the Angel resolves, the Soul Warden's ability triggers and goes on the stack. Now, you have priority, but can't play a land because the stack is not empty. In that case, your opponent could play Path to Exile or Terminate on your Angel in response to the Soul Warden trigger, and you wouldn't get a chance to play a land.
    Posted in: Magic Rulings Archives
  • posted a message on Enchantment Question
    Quote from MadHookUp
    I have a couple questions about some cards based around enchantments.

    If I have Enchanted Evening, Sigil of the Empty Throne, and Mesa Enchantress in play, and I play any permanent like a Land, Creature, Artifact, etc... Will Sigil and Mesa trigger because of Enchanted Evening?

    I am guessing not because they aren't Enchantments at the time they were cast. And you cannot cast lands.

    And while typing this I thought of another question. If you have the same cards above in play, and you cast an enchantment spell and it is countered, do you they still trigger? It doesnt say the spell had to be successfully cast. The ruling says, "The triggered ability will resolve before the enchantment spell that caused it to trigger." This makes me believe that it will.


    You are correct. Cards don't become permanents until they enter play, so Enchanted Evening doesn't make those permanents into enchantments until they enter play. They are not enchantments when you cast those cards, so the Sigil and the Enchantress will not trigger.

    EDIT: The second question: Yes, Sigil and Enchantress will both trigger if the enchantment is countered. In fact, they trigger *before* they can be countered, because they trigger when the enchantment is played, and those abilities go on the stack on top of the enchantment before the opponent gets priority to play the counterspell.
    Posted in: Magic Rulings Archives
  • posted a message on Eldrazi Monument + Master of the wild hunt
    Quote from Dracus
    Thanks
    The reason I ask this is becaues I read somewhere that if two creatures enter the game.. Say if you had two Dragon Broodmother out, you couldn't have the two dragons entering that turn devour eatchother?


    There seems to be some confusion here. You need to understand that things don't happen at the same time. If multiple abilities trigger at the same time, their controllers choose what order they go on the stack, and they go on the stack in Active Player-Non Active Player ("APNAP") order. Each ability is a separate object on the stack, and they resolve in order.

    In the OP, there are two abilities: 1) Eldrazi Monument's "Sacrifice a creature" ability, and Master of the Wild Hunt's "Put a wolf into play" ability. If you want to sacrifice the wolf to Eldrazi, you have to stack it like this:

    Top of Stack
    Put a wolf token into play.
    Sacrifice a creature or sacrifice Eldrazi Monument.
    Bottom of Stack

    So that first, the Master of Wild Hunt will put a wolf into play, and then, in the second event, you can sacrifice the wolf to the Monument.

    In your Broodmother example, you also have two events.

    Top of Stack
    Put a 1/1 dragon token with devour:2 into play.
    Put a 1/1 dragon token with devour:2 into play.
    Bottom of Stack

    So the first one would come into play. Assuming the only creatures you have are the two Broodmothers, and assuming you don't want this dragon to eat one of them, he's just a 1/1. Then, the second dragon token comes into play. He can eat the first one, and be a 3/3.
    Posted in: Magic Rulings Archives
  • posted a message on landfall vs lightning Bolt
    Quote from nicotine
    You retain priority after Ob comes into play and you can play a land without them being able to do anything. However after the landfall triggers and goes on the stack they can now respond with a lightning bolt to Ob killing him and fizzling the landfall since Ob's landfall will be countered upon resolution for having being unable to place the counter on Ob


    The bolded portion is not correct. The landfall ability will not be countered upon resolution. It is not targeted, and, therefore, will resolve normally. However, if Ob is no longer in play, it will be impossible to put counters on him, and so that portion of the effect will be ignored.

    Quote from Comprehensive Rules »
    101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)

    609.3. If an effect attempts to do something impossible, it does only as much as possible.
    Example: If a player is holding only one card, an effect that reads “Discard two cards” causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.
    Posted in: Magic Rulings Archives
  • posted a message on Manlands in General
    One other thing that hasn't been mentioned.

    IF

    1) a man-land is untapped,
    2) it still has summoning sickness, AND
    3) you turn it into a creature,

    THEN you won't be able to tap it for mana, because its mana ability uses the tap symbol.

    If you don't turn it into a creature, summoning sickness won't affect it, and you can use the mana normally.
    Posted in: Magic Rulings Archives
  • posted a message on regeneration & deathtouch
    Quote from Yamikiri
    I was playing Duels of the Planeswalkers on my 360, and an odd case came up. I had blocked a 3/2 Deathtouch creature with my Troll Ascetic, and set up (one) regeneration assuming my Troll would live. To my surprise, my Troll ended up in the Graveyard. Is this how it is supposed to happen or are the rules in the (360) game outdated?


    I don't know that much about Duels of the Planeswalkers, but it did come out before M10, and, therefore, before the rules change that came with M10.

    Under the previous rules, Deathtouch was a triggered ability that went on the stack after damage resolved. Therefore, you needed two regeneration shields for the creature to survive (because it would be destroyed twice - once by lethal damage, and once by the Deathtouch triggered ability).

    Now, however, Deathtouch is now a static ability, not triggered, and it causes one of the state based abilities to destroy the creature.

    702.2. Deathtouch

    702.2a Deathtouch is a static ability.

    702.2b A player assigning combat damage from a creature with deathtouch can divide that damage as he or she chooses among any number of creatures blocking or blocked by it. This is an exception to the procedures described in rules 510.1c–d.

    702.2c A creature that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.

    702.2d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.

    702.2e The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

    702.2f Multiple instances of deathtouch on the same object are redundant.
    704.5. The state-based actions are as follows:

    704.5h If a creature has been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.


    When multiple state based actions resolve, they all resolve simultaneously.
    Whenever a player would get priority (see rule 115, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.
    Posted in: Magic Rulings Archives
  • posted a message on sigil captain and allies
    Quote from Adjorr
    i was wondering if sigil captain would have the effect i think it would on a oran-rief survivalist or other 1/1 ally, that i think it would have, i think if the abilites went on the stack in the right order then all 1/1 counter allies would come in as 4/4's. am i right?


    It can be done, but it only works if the Captain's ability resolves first.

    If you control Sigil Captain, and Oran-Rief Survivalist would enter the battlefield under your control, there would be two triggered abilities (one from the Captain, and one from the Survivalist).

    If you stack the Survivalist's ability first, so that the stack looks like this:

    Sigil Captain triggered ability
    Oran-Rief Survivalist triggered ability

    Then, the Survivalist will first get 2 counters (making it a 3/3), and then one more (4/4).

    However, if you stack the Captain's first, and then the Survivalist's, the stack will look like this:

    Oran-Rief Survivalist triggered ability
    Sigil Captain triggered ability

    In that case, the Survivalist will get 1 counter and be a 2/2 when the Sigil Captain's ability resolves.

    The Sigil Captain's triggered ability has an "intervening if" clause in it, which means that it checks for the "if" condition to be true twice - once when it triggers, and then again when it resolves. If the "if" condition isn't true when it triggers, the ability doesn't trigger. If it isn't true when the ability resolves, the ability will be removed from the stack and do nothing.

    Quote from Magic Comprehensive Rules, Rule 603.4 »
    A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)
    Posted in: Magic Rulings Archives
  • posted a message on Luminarch Ascension Q's
    Quote from Ace777
    so for EX: if i had 4 lands untapped its his turn he passes EOT the counters go on. After that resolves i can tap the land to make 2 4/4s and then go to my turn and untap and swing w/ them


    Yes, that is correct.
    Posted in: Magic Rulings Archives
  • posted a message on Timeing issues
    I had a quick question about realm razer and some timing issues.

    So I play realm razer and proceed to have its ability go on the stack.

    Now when exactly must I respond if I intend to kill my own razer and have all of the lands become exiled permanently. Must I respond immediately when I have priority or can I wait to see if my opponent is going to attempt to float mana and then respond to that?

    Thanks.


    Once both players pass priority in succession, the top object on the stack will resolve. Here, the top object is Realm Razers enter-the-battlefield ability. If you pass priority, and your opponent passes priority without adding anything to the stack, you will not get a chance to play anything else before the ability resolves and removes the lands.
    Posted in: Magic Rulings Archives
  • posted a message on Notes during a FNM match?
    I've always been confused what is a game, match, round et cetera. So I'm not really understanding what you mean there, could you please clarify?


    A Magic tournament will consist of some number of timed rounds, usually determined by the number of players in the tournament. During each round (usually 50 minutes long), you will play a match (usually consisting of 3 games).

    A game is one game of Magic, where each player starts with 20 life and a full library, and ends when one player loses by having 0 life or an empty library (or some other effect that causes a player to lose the game).

    The player who first wins 2 games wins the match. If time expires before a player wins 2 games, then either the match is a draw (if the game score is tied), or the player who has won the most games wins the match.
    Posted in: Magic Rulings Archives
  • posted a message on This Is Going To Be Wordy..
    Quote from Lordatog
    Well, your opponent can't even cast two spells without passing priority unless the second one is an instant or has flash. But yes, even if your opponent says, "at the end of your turn, I'll Path to Exile both of your guys", unless he specifically says that he's casting the second in response to the first, the accepted shortcut is that he's casting them one by one, and waiting for the first to resolve before casting the second. If you want to counter two spells at once with DN, you need some special circumstances, such as:

    Casting a spell that puts more spells on the stack, such as anything with Cascade, Storm, or Replicate
    Two or more players repeatedly casting spells in response to each other. For instance, you Lightning Bolt my guy, I respond by casting Doom Blade on your guy, you respond to that by casting Unsummon on your guy, and now both your Bolt and your Unsummon are on the stack at the same time, so I can Double Negative and counter them both.

    EDIT:

    Wait, really? I know that if you, for instance, activate Looming Shade twice it's assumed that they are done one by one. Spells don't work the same way?


    I'm not sure that the assumption you are thinking of would apply in this case. The exact language from the Magic Tournament Rules is:

    ·
    Whenever a player adds an object to the stack, he or she is assumed to be passing priority unless he or she explicitly announces that he or she intend to retain it. If he or she adds a group of objects to the stack without explicitly retaining priority and a player wishes to take an action at a point in the middle, the actions should be reversed up to that point.

    We're not talking about someone taking an action in the middle of the group. Instead, we're talking about one player announcing multiple spells (without being clear), and the other player assuming they were announced simultaneously.

    I'm not necessarily disagreeing with you - the MTR gives us the statement that the player is assumed to be passing priority, but then it gives us a statement about backing up in a specific situation that doesn't apply here. Therefore, we're not backing up, but we have an unclear game state. When is the Double Negative cast?

    This is a judge call, and the outcome will likely depend on what the players tell the judge, and what the judge observes from the players. I think, based on the Communication Guideline presented, that you start with the assumption that each was played separately, and priority was passed after each. However, statements from the players and the judge's observations could result in the assumption not being applicable.

    Bottom line: Be very clear about when you are playing your spells and abilities. Most judge calls arise from players being unclear about when something was played.
    Posted in: Magic Rulings Archives
  • posted a message on This Is Going To Be Wordy..
    Quote from christmanEric
    And this is because an opponent has the option to "back up" if he, for example, cast 2 spells without passing priority and you respond with DN?

    Sorry to hi-jack, I just want to make sure I understand DN rules properly.


    No, that's not the case. Assuming both spells were played legally (i.e., not two sorceries, etc.), the opponent does not have the right to "back up."

    The reason is that the game doesn't move on until both players pass priority on an empty stack. If it's Al's turn, and Al knows that Bill has Double Negative, Al can play one spell, and then pass priority. Bill must play Double Negative now (with 1 target), or pass. If he passes, the spell resolves. After it resolves, the stack is now empty, and Al gets priority again. The game won't move from the Main Phase to Beginning of Combat unless Al and Bill pass in succession while the stack is empty.
    Posted in: Magic Rulings Archives
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