Quote from Gerrard"s MomOffensive comment and all references to it have been removed by the thought police
because I don't want to look at it
Quote from Borealis »I feel this card should bare some mentioning since the deck wants to have lots of death triggers going off.
Revel in Riches 4B
Enchantment (Rare, Ixalan)
Whenever a creature an opponent controls dies, create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color to your mana pool."
At the beginning of your upkeep, if you control (ten?) or more Treasures, you win the game.
Quote from cyberium_neo »Flayer of the Hatebound + Everlasting Torment = infinite card draw with The Scorpion God in play, make Flayer deals damage to itself (which are in -1/-1 counters), it dies with a -1/-1 counter on it, so you draw a card, but Flayer immediately comes back, repeat this process until you have enough cards.
Quote from bobthefunnyYup. It doesn't change zones. It simply holds a sign up saying "I'm not here!" if anything comes looking for it.
Quote from Blinking Spirit »Quote from magickware99 »How do you achieve the state of "above being logical"?I dunno. You tell me.
Quote from magickware99 »How do you achieve the state of "above being logical"?
Quote from Iansisle »I believe that +1/+1 counters and -1/-1 counters cancel each other out as a state-based effect, which means that by the time the Undying trigger checks Flayer of the Hatebound on its way to the graveyard, it would see only four -1/-1 counters and no +1/+1 counters. So that combo does work.
(which, I suppose, means that if there were no other creatures than Flayer in play, it would create an unstoppable loop and a game draw, as there is no "may" in the clause. )
Quote from FoxOfWar »Just checked this on my wife the lvl 3 judge: it works, creating you the ability to draw 'til satisfied. The counters cancel each other as state-based effect. (That said, there is a mild caveat that she had no direct reading of the cards, just me quoting the card text. But I'd think it works.)
On a sidenote, this is why I love EDH. Really obscure and silly interactions that somehow, just, might, work.
Quote from HugSeal »No, you won't get a loop.
What happens is that flayer returns with a +1/+1 counter on it.
Flayer deals 5 damage to itself changing intp 5 -1/-1 counters.
At this time SBA are performed, and the +1 and -1 counters take each other out. But at the same time the flayer is seen as having less than 0 toughness and is put into the graveyard.
Last known stats are used to determine undying and the last time it existed on the battlefield it had both +1 and -1 counters on it, and since it had a +1 counter on it undying won't trigger.
704.3. Whenever a player would get priority (see rule 116, “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. #
704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
704.5r If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
704.7. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.