Basically, I am playing an Ally deck with Ally Encampment. I want to use it to return a creature that is about to be destroyed or exiled with something like Fiery Impulse or Stasis Snare. Does that then create and illegal target for my opponent's spell? I am unclear on whether he burns his spell or it just goes back into his hand. Obviously, I want to make him lose his spell. Can I have his spell resolve and put the effect on the stack then return my creature to my hand with the damage/destroy/exile still on the stack? Is there a protocol or etiquette for this situation? Is it generally assumed that returning a creature to my hand exhausts his spell, or does it give him a second chance to cast it? Does anything about this change with combat damage? Can I put combat damage on the stack, then return my creature to my hand, thus killing his and saving mine? Does anything change with exile cards, destroy cards, -X/-X cards? Thanks in advance!
The spell would be countered. Stasis Snare enters play but doesn't exile anything.
EDIT: Damage doesn't go on the stack. You could block, then return the Ally to your hand and neither creature would deal damage. If their creature had trample, however, you would take the full damage.
Once a spell is legally cast, its targets (if it has any) cannot be changed. If all (!!!) the selected targets become illegal after the spell has been cast, it will get countered by the game rules (it "fizzles") when it tries to resolve, and is put into its owner's graveyard. Its controller does not get to reselect targets. If at least one target is still legal, the spell will resolve but cannot affect any illegal targets, and it will do as much as it can to the remaining legal targets, which may very well amount to nothing (e.g. making two target creatues fight, when one target is illegal, will result in no fight happening, even though the spell resolves).
Stasis Snare is a tricky one, because as a spell, it doesn't target anything. It is its enters-the-battlefield trigger that targets, which goes of when the spell resolves and the enchantment enters the battlefield. If you respond to the trigger by making the target illegal after its target has been selected, the trigger will "fizzle". If, however, you respond to the spell, no target has been selected for the trigger yet, and the opponent can choose any legal target on the field at the time the trigger hits the stack. A remark like "Stasis Snare on your [CREATURE]" is really just a shortcut proposal. If you interrupt that shortcut, the opponent is not bound by any choices stated for after that interruption.
Combat damage doesn't use the stack anymore, the rules for that have been changed many years ago. You can no longer respond to combat damage. But you can act before it happens (in the declare blockers step) or after it has been dealt. A creature can no longer both deal combat damage and be removed from combat before it happens. Mogg Fanatic now has to either hit for one damage and die in combat, or die by sacrifice and deal one damage with the ability. Both is no longer possible.
Responses that use the stack (so pretty much everything useful you can do in response to something) follow those same principles, the kind of effect the response will have is irrelevant.
In response to his declaration of the ally as a target, you can declare that you are going to target that ally with the ability on ally encampment, generate mana using mana abilities to pay for the ally encampment ability, and then tap and sacrifice the ally encampment to use the ability. Note that sacrificing the ally encampment is part of the cost (before the colon), so before the ability of the ally encampment goes on the stack, it much be sacrificed (the opponent cannot respond to the sacrifice).
The ability of the ally encampment then goes on the stack. If no other player has a response to the ally encampment ability, then the ally encampment ability resolves, and the creature is returned to your hand. The stack now consists of only the spell (or ability, in the case of a card like stasis snare), and (in single-target cases), the spell will "fizzle", and be countered (by a state-based action? unsure of this one).
Does that then create and illegal target for my opponent's spell? I am unclear on whether he burns his spell or it just goes back into his hand.
The spell would then go into the graveyard (barring any replacement or other effects), or in the case of an ability like stasis snare, the ability would just have no effect (stasis snare would remain on the battlefield, however). The spell would effectively be burned.
Can I have his spell resolve and put the effect on the stack then return my creature to my hand with the damage/destroy/exile still on the stack?
Under old rules where damage went on the stack, you could use the ally encampment ability in response to lethal damage, yes, but that no longer works. If the spell resolves, in the case of a spell that deals damage, I believe state-based actions (I think) dictate that a creature with lethal damage is immediately placed in the graveyard, barring replacement effects. If it is a spell which exiles or kills, the permanent is either put into exile or the graveyard.
Is there a protocol or etiquette for this situation?
In terms of etiquette, I believe the opponent would indicate they have cast the spell. They should then give you a chance to respond, otherwise known as passing priority to you (which happens after every action except for mana abilities and the resolution of abilities). If they don't, and try to proceed with the game, you can stop them and tell them you have a response. I think most judges will rule in your favor and back the game up or give a game warning to your opponent, though I'm not sure of the exact ruling here. When they pass priority (I've heard players use "do you have a response" before), you say something along the lines of "I respond with..." and then describe what you are going to do. Sometimes gestures can be taken as enough for some of these actions, though it is best to be as unambiguous as possible less you tread into shady behavior.
Is it generally assumed that returning a creature to my hand exhausts his spell, or does it give him a second chance to cast it?
I think you would also need to tap your ally encampment, pay for the cost, and sacrifice it. Returning it to your hand without those wouldn't really be a legal play, and the game state would probably be backed up. Assuming you meant that you did those previous steps, then I think yes, the spell would be "exhausted" (put in the graveyard).
Does anything about this change with combat damage?
As explained above, combat damage no longer uses the stack. After declaring and (if needed) ordering blockers, damage is assigned to creatures in combat and they are immediately killed if they have lethal damage without a chance for either player to respond.
Does anything change with exile cards, destroy cards, -X/-X cards?
I assume you mean with spells targeting the ally? No, as mentioned above, if the spell resolves, it resolves and effects happen, and you have lost your chance to save the ally with ally encampment.
Please anyone correct any mistakes I may have made, but I think this addresses all the questions and is mostly correct, at least with my current understanding of the game.
Thanks everybody! That clears things up. Stasis Snare seems to be an odd duck, but it looks like most of the time I can just counter his spell by removing the target. Combat damage is something I can't have it both ways, but I can block and then save my creature. Interesting how something so simple can introduce such complexity. I don't relish the idea of playing modern and have to resolve so many different abilities. I will stick to standard, thank you. Let's see if this comes up Wednesday when I play.
EDIT: Damage doesn't go on the stack. You could block, then return the Ally to your hand and neither creature would deal damage. If their creature had trample, however, you would take the full damage.
Modern
URGTemur ScapeshiftGRU
EDH
WGKarametra EnchantressGW
UBGSidisi, Brood Tyrant ReanimatorGBU
UBRKess DoomsdayRBU
WBGGhave TokensGBW
WUBZur RebelsBUW
WUBErtai CursesBUW
WRFiresong and Sunspeaker Spell SlingerRW
Stasis Snare is a tricky one, because as a spell, it doesn't target anything. It is its enters-the-battlefield trigger that targets, which goes of when the spell resolves and the enchantment enters the battlefield. If you respond to the trigger by making the target illegal after its target has been selected, the trigger will "fizzle". If, however, you respond to the spell, no target has been selected for the trigger yet, and the opponent can choose any legal target on the field at the time the trigger hits the stack. A remark like "Stasis Snare on your [CREATURE]" is really just a shortcut proposal. If you interrupt that shortcut, the opponent is not bound by any choices stated for after that interruption.
Combat damage doesn't use the stack anymore, the rules for that have been changed many years ago. You can no longer respond to combat damage. But you can act before it happens (in the declare blockers step) or after it has been dealt. A creature can no longer both deal combat damage and be removed from combat before it happens. Mogg Fanatic now has to either hit for one damage and die in combat, or die by sacrifice and deal one damage with the ability. Both is no longer possible.
Responses that use the stack (so pretty much everything useful you can do in response to something) follow those same principles, the kind of effect the response will have is irrelevant.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
The ability of the ally encampment then goes on the stack. If no other player has a response to the ally encampment ability, then the ally encampment ability resolves, and the creature is returned to your hand. The stack now consists of only the spell (or ability, in the case of a card like stasis snare), and (in single-target cases), the spell will "fizzle", and be countered (by a state-based action? unsure of this one).
The spell would then go into the graveyard (barring any replacement or other effects), or in the case of an ability like stasis snare, the ability would just have no effect (stasis snare would remain on the battlefield, however). The spell would effectively be burned.
Under old rules where damage went on the stack, you could use the ally encampment ability in response to lethal damage, yes, but that no longer works. If the spell resolves, in the case of a spell that deals damage, I believe state-based actions (I think) dictate that a creature with lethal damage is immediately placed in the graveyard, barring replacement effects. If it is a spell which exiles or kills, the permanent is either put into exile or the graveyard.
In terms of etiquette, I believe the opponent would indicate they have cast the spell. They should then give you a chance to respond, otherwise known as passing priority to you (which happens after every action except for mana abilities and the resolution of abilities). If they don't, and try to proceed with the game, you can stop them and tell them you have a response. I think most judges will rule in your favor and back the game up or give a game warning to your opponent, though I'm not sure of the exact ruling here. When they pass priority (I've heard players use "do you have a response" before), you say something along the lines of "I respond with..." and then describe what you are going to do. Sometimes gestures can be taken as enough for some of these actions, though it is best to be as unambiguous as possible less you tread into shady behavior.
I think you would also need to tap your ally encampment, pay for the cost, and sacrifice it. Returning it to your hand without those wouldn't really be a legal play, and the game state would probably be backed up. Assuming you meant that you did those previous steps, then I think yes, the spell would be "exhausted" (put in the graveyard).
As explained above, combat damage no longer uses the stack. After declaring and (if needed) ordering blockers, damage is assigned to creatures in combat and they are immediately killed if they have lethal damage without a chance for either player to respond.
I assume you mean with spells targeting the ally? No, as mentioned above, if the spell resolves, it resolves and effects happen, and you have lost your chance to save the ally with ally encampment.
Please anyone correct any mistakes I may have made, but I think this addresses all the questions and is mostly correct, at least with my current understanding of the game.
Spam warning issued for unsure answers.
- Teia
A Dying Wish
To Rise Again
Chainer, Dementia Master
Muldrotha, the Gravetide
Atraxa, Praetors' Voice