where did you get your number how sure are you what the purple print run and distribution is?
coz i mean common... it'd be stupid if fre whip were just as rare as akroma...
They're in the same slot. One per booster. (Like a normal rare.) 121 total, but not separated by rarity. You'll get a Squire as often as you get an Akroma.
His power is still undeterminable beacuse regardless, (unless its 1 which its not) The damage will be doubled and then reduced. So it will still end up being a random number. I am gonna read again for restrictions on the power.....
What do you mean?
It can't be 1. It can be 2, 3, 4, 5... etc. However, the puzzle calls for the lowest possible answer. It's 2. I don't know where you get "random number" from.
Argh. You really should read the thread before posting, but I'll go over it again.
Two seals: Used to kill No Mercy and Statecraft.
New_Card is dealt two damage from Seal of Fire, Aether Flash, and Powerstone Minefield. (You can ignore your own enchantments, you have Light of Sanction). Since you get to apply the prevention effects, you reduce each by one before it is doubled by the furnace. Then you can prevent the last damage of two of them with your Hymns. Zero doubled is zero, so you can ignore the Aether Flash and Seal of Fire. The Minefield gets one damage through, which is doubled to two. Parapet gives your guy +1 toughness, and so the toughness is two.
Power is also two: Coming into play it deals two (doubled to four, reduced to three) damage from Pandemonium. Attacking deals two (doubled to four, reduced to three) damage. The last point of damage comes from sacrificing the guy to Goblin Bombardment.
Endrek only takes *one* damage (doubled to two). Parapet gives +1 toughness, so his toughness is two.
Yes, it's a bit complex, but trust me on this one. Barrier prevents one damage (*before* doubling) from *each* source, and Hymns can prevent two more (also before damage). You have three packets of two damage, so all are reduced to one... and two are further reduced to zero (the Hymns). The last packet of one is finally doubled, dealing two damage.
More support for my opinion:
Rule 419.9a If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate.
And you have to use the seals to kill Statecraft (so your creature can deal damage) and No Mercy (so you can use Pandemonium damage... else your creature will be killed before combat).
When there are replacement/prevention effects, you get to do it in whatever order you want (because they're affecting *your* permanent). Therefore the best way to do it is to always use the lashknife barrier prevention first, *before* the damage is doubled. Then you can use the Hymns *before* damage is doubled as well, negating the first two times this guy is dealt two damage. The third time you only prevent one, leaving one damage doubled to two. Parapet gives +1 toughness, so the final toughness is two.
Two seals: Used to kill No Mercy and Statecraft.
New_Card is dealt two damage from Seal of Fire, Aether Flash, and Powerstone Minefield. (You can ignore your own enchantments, you have Light of Sanction). Since you get to apply the prevention effects, you reduce each by one before it is doubled by the furnace. Then you can prevent the last damage of two of them with your Hymns. Zero doubled is zero, so you can ignore the Aether Flash and Seal of Fire. The Minefield gets one damage through, which is doubled to two. Parapet gives your guy +1 toughness, and so the toughness is two.
Power is also two: Coming into play it deals two (doubled to four, reduced to three) damage from Pandemonium. Attacking deals two (doubled to four, reduced to three) damage. The last point of damage comes from sacrificing the guy to Goblin Bombardment.
They're in the same slot. One per booster. (Like a normal rare.) 121 total, but not separated by rarity. You'll get a Squire as often as you get an Akroma.
Still, with all the red mana-accel out there, not to mention the green land-accel, it should be easy to get to 9 mana and three storm-count.
Yes, except that when you drop two of these against a sliver player, they are going to be losing a *whole* lot more life than just four...
... and really, that's half the reason it's there. A sliver-hoser.
Remand, Mana Leak, Counterspell, with instant speed card draw and tutoring... sounds good to me.
Ok, maybe this *is* pretty cool.
All you need to do is survive until turn six. (Too bad it doesn't have haste!) Two-card combos don't come around very often.
Doesn't win you the game.
Tap Stuffy to hit himself, Guilty triggers, deals an extra one damage. *Guilty Conscience* deals the damage, so it doesn't trigger again.
So you spent six mana and two cards to deal two damage a turn. Not going to make it.
(Correct, but irrelevant, for reasons laid out below.)
A bit odd that the "necromancer" artifact is given to white mages.
What do you mean?
It can't be 1. It can be 2, 3, 4, 5... etc. However, the puzzle calls for the lowest possible answer. It's 2. I don't know where you get "random number" from.
Two seals: Used to kill No Mercy and Statecraft.
New_Card is dealt two damage from Seal of Fire, Aether Flash, and Powerstone Minefield. (You can ignore your own enchantments, you have Light of Sanction). Since you get to apply the prevention effects, you reduce each by one before it is doubled by the furnace. Then you can prevent the last damage of two of them with your Hymns. Zero doubled is zero, so you can ignore the Aether Flash and Seal of Fire. The Minefield gets one damage through, which is doubled to two. Parapet gives your guy +1 toughness, and so the toughness is two.
Power is also two: Coming into play it deals two (doubled to four, reduced to three) damage from Pandemonium. Attacking deals two (doubled to four, reduced to three) damage. The last point of damage comes from sacrificing the guy to Goblin Bombardment.
It's a 2/2.
Yes, it's a bit complex, but trust me on this one. Barrier prevents one damage (*before* doubling) from *each* source, and Hymns can prevent two more (also before damage). You have three packets of two damage, so all are reduced to one... and two are further reduced to zero (the Hymns). The last packet of one is finally doubled, dealing two damage.
2/2.
Rule 419.9a If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate.
And you have to use the seals to kill Statecraft (so your creature can deal damage) and No Mercy (so you can use Pandemonium damage... else your creature will be killed before combat).
When there are replacement/prevention effects, you get to do it in whatever order you want (because they're affecting *your* permanent). Therefore the best way to do it is to always use the lashknife barrier prevention first, *before* the damage is doubled. Then you can use the Hymns *before* damage is doubled as well, negating the first two times this guy is dealt two damage. The third time you only prevent one, leaving one damage doubled to two. Parapet gives +1 toughness, so the final toughness is two.
2/2.
Two seals: Used to kill No Mercy and Statecraft.
New_Card is dealt two damage from Seal of Fire, Aether Flash, and Powerstone Minefield. (You can ignore your own enchantments, you have Light of Sanction). Since you get to apply the prevention effects, you reduce each by one before it is doubled by the furnace. Then you can prevent the last damage of two of them with your Hymns. Zero doubled is zero, so you can ignore the Aether Flash and Seal of Fire. The Minefield gets one damage through, which is doubled to two. Parapet gives your guy +1 toughness, and so the toughness is two.
Power is also two: Coming into play it deals two (doubled to four, reduced to three) damage from Pandemonium. Attacking deals two (doubled to four, reduced to three) damage. The last point of damage comes from sacrificing the guy to Goblin Bombardment.
2/2.
Shuko + Plague Beetle = Lost Soul
Savings: B
Stone-throwing Devils + Grafted Wargear + Prismatic Lace: Ramirez
Savings: B
Patchwork Gnomes, 2/1 (3) + Aspect of Wolf (1G) + 9 Forests + Lifelace = Tunneler Wurm
Savings: 2
Total cost: 2BB