Phernix the Astrokeeper1UR
Legendary Creature - Human Wizard (M) T: End the current step or phase. You begin a main phase. After that phase, the player whose turn it is begins a new step or phase of the same type ended this way. Activate this ability only if there are no spells on the stack. (To end the current step or phase, exile all other abilities on the stack. Damage wears off, and effects that would end this step or phase end.)
2/2
no clue if the wording is right, but its supposed to slice the turn, like a split second, and then lets Phernix's controller start a main phase and then resume the turn where it left off after that.
EDITS:
Phernix the Astrokeeper1UR
Legendary Creature - Human Wizard (M) T: End the turn. You begin a main phase. After that phase, the player whose turn was ended this way begins a new turn on the step or phase of the same type this turn was ended on. Activate this ability only if there are no spells on the stack and only before attackers are declared. (To end the turn, Exile all other abilities on the stack. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
2/2
alternatively
Phernix the Astrokeeper1UR
Legendary Creature - Human Wizard (M) T: After this step or phase there is an additional main phase. If you are not the active player, you become the active player until the end of that phase. (The active player is the player whose turn it is.)
2/2
The second version doesn't allow you to Fog or counter activated or triggered abilities, but does let you play an extra land and "Flash" things in as intended by the original version.
Serious shenanigans are going to ensue with this card. The wording seems right, but i'm not sure if you want to be messing with the game this much. Definitely a future sight type set. Also, maybe make the tap ability have some kind of additional cost.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
The active player is always the player whose turn it is. Essentially, all this will do is grant whoever's turn it is another main phase after the current phase.
EDIT: I was just thinking about the implications of this and combat. This guy is essentially a fog that costs nothing and is indefinite; use the ability during the declare attackers step, after attackers are declared, and boom! No more attackers. The creatures are tapped down, so it doesn't matter that the player gets an additional combat step. There's also the problem that this guy will most often be used as that or to counter activated and triggered abilities... The more I think about this, the less I like it.
You're right that this doesn't work, but I'm not sure if the combat interpretation is right, due to the "step or phase" wording. I think the reality is even more broken than that. Let's say you attack, go unblocked, and the combat damage step rolls around. Damage is dealt as a turn-based action. Then you activate this, take another main phase... then another combat damage step starts, and the turn-based action of dealing combat damage gets executed again since the creatures that were attacking before are still attacking and will remain so until the end-of-combat step finishes.
But yeah, this doesn't work. The rules don't have frameworks to support this kind of madness. I dread to
Wow, that's even worse!
Bottom line, there's no way for a player to take a step or phase when it's not there turn, currently, under the rules. It would require them to become the active player. Unfortunately, the active player is determined by whose turn it is! And around and around and around.
Bottom line, there's no way for a player to take a step or phase when it's not there turn, currently, under the rules. It would require them to become the active player. Unfortunately, the active player is determined by whose turn it is! And around and around and around.
Meh, there are many cards out there that break rules. When in doubt, follow what the card says to do. Most people would understand that since they're taking a phase during another player's turn they have become the active player for that phase.
So if I were to say "you're a complete douchebag who has his head up his ass so far he's using his own eyeballs as glasses," you'd simply shrug it off?
No trees were harmed in the sending of this message; however, a significant number of electrons were slightly inconvenienced.
Meh, there are many cards out there that break rules. When in doubt, follow what the card says to do.
Yeah, but nearly all those cards are so old that they don't follow current templating rules and were designed when the mechanics of the game were significantly different. Wizards can't just up and go start printing Interrupts again, because the mechanics of the game have fundamentally changed. The only newer cards that have giant rulings on Gatherer are planeswalkers, and a lot of those rulings are "Planeswalkers for Dummies" type explanations.
Most people would understand that since they're taking a phase during another player's turn they have become the active player for that phase.
Hell no. Unless it's specifically spelled out, people will do whatever they can to abuse the hell out of it. Not to mention, there are a TON of players out there who don't even understand the concept of priority. To them, "you can't play a sorcery after I've played an instant because an instant is faster!"
Perhaps something like this although a bit more of a cluttered text box.
Phernix the Astrokeeper1UR
Legendary Creature - Human Wizard (M) T: End the turn. You begin a main phase. After that phase, the player whose turn was ended this way begins a new turn on the step or phase of the same type this turn was ended on. Activate this ability only if there are no spells on the stack and only before attackers are declared. (To end the turn, Exile all other abilities on the stack. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
2/2
alternatively
Phernix the Astrokeeper1UR
Legendary Creature - Human Wizard (M) T: After this step or phase there is an additional main phase. If you are not the active player, you become the active player until the end of that phase. (The active player is the player whose turn it is.)
2/2
The second version doesn't allow you to Fog or counter activated or triggered abilities, but does let you play an extra land and "Flash" things in as intended by the original version.
Legendary Creature - Human Wizard (M)
T: End the current step or phase. You begin a main phase. After that phase, the player whose turn it is begins a new step or phase of the same type ended this way. Activate this ability only if there are no spells on the stack. (To end the current step or phase, exile all other abilities on the stack. Damage wears off, and effects that would end this step or phase end.)
2/2
no clue if the wording is right, but its supposed to slice the turn, like a split second, and then lets Phernix's controller start a main phase and then resume the turn where it left off after that.
EDITS:
Phernix the Astrokeeper 1UR
Legendary Creature - Human Wizard (M)
T: End the turn. You begin a main phase. After that phase, the player whose turn was ended this way begins a new turn on the step or phase of the same type this turn was ended on. Activate this ability only if there are no spells on the stack and only before attackers are declared. (To end the turn, Exile all other abilities on the stack. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
2/2
alternatively
Phernix the Astrokeeper 1UR
Legendary Creature - Human Wizard (M)
T: After this step or phase there is an additional main phase. If you are not the active player, you become the active player until the end of that phase. (The active player is the player whose turn it is.)
2/2
The second version doesn't allow you to Fog or counter activated or triggered abilities, but does let you play an extra land and "Flash" things in as intended by the original version.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
The active player is always the player whose turn it is. Essentially, all this will do is grant whoever's turn it is another main phase after the current phase.
EDIT: I was just thinking about the implications of this and combat. This guy is essentially a fog that costs nothing and is indefinite; use the ability during the declare attackers step, after attackers are declared, and boom! No more attackers. The creatures are tapped down, so it doesn't matter that the player gets an additional combat step. There's also the problem that this guy will most often be used as that or to counter activated and triggered abilities... The more I think about this, the less I like it.
When in doubt, call a judge.
Objectivist here. Hit me up to talk philosophy.
Wow, that's even worse!
Bottom line, there's no way for a player to take a step or phase when it's not there turn, currently, under the rules. It would require them to become the active player. Unfortunately, the active player is determined by whose turn it is! And around and around and around.
When in doubt, call a judge.
Objectivist here. Hit me up to talk philosophy.
Meh, there are many cards out there that break rules. When in doubt, follow what the card says to do. Most people would understand that since they're taking a phase during another player's turn they have become the active player for that phase.
No trees were harmed in the sending of this message; however, a significant number of electrons were slightly inconvenienced.
Yeah, but nearly all those cards are so old that they don't follow current templating rules and were designed when the mechanics of the game were significantly different. Wizards can't just up and go start printing Interrupts again, because the mechanics of the game have fundamentally changed. The only newer cards that have giant rulings on Gatherer are planeswalkers, and a lot of those rulings are "Planeswalkers for Dummies" type explanations.
Hell no. Unless it's specifically spelled out, people will do whatever they can to abuse the hell out of it. Not to mention, there are a TON of players out there who don't even understand the concept of priority. To them, "you can't play a sorcery after I've played an instant because an instant is faster!"
GGG [Primer] Omnath, Big Green Beatstick Machine GGG
Phernix the Astrokeeper 1UR
Legendary Creature - Human Wizard (M)
T: End the turn. You begin a main phase. After that phase, the player whose turn was ended this way begins a new turn on the step or phase of the same type this turn was ended on. Activate this ability only if there are no spells on the stack and only before attackers are declared. (To end the turn, Exile all other abilities on the stack. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
2/2
alternatively
Phernix the Astrokeeper 1UR
Legendary Creature - Human Wizard (M)
T: After this step or phase there is an additional main phase. If you are not the active player, you become the active player until the end of that phase. (The active player is the player whose turn it is.)
2/2
The second version doesn't allow you to Fog or counter activated or triggered abilities, but does let you play an extra land and "Flash" things in as intended by the original version.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.