410.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.
D0su this is the craziest deck I have seen from you in a while but I literally cannot make heads or tales from it. At first I thought well I see Hermit Druid and no basics so it has to be a hermit combo... then I checked your list and while I am not the most familiar with hermit combo it doesnt appear to be that... then I think oh well he has all this donate crap mabe it has some sort of magical donation tech ftw but I cant find anything along the lines there... then there is this random planeswalking tech stuff.... I dont even know what that is doing...
WHAT DOES THIS DO???? Its like a puzzle box to figure out what this deck is supposed to do lol.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Flag on the play. Unnecessary roughness against d0su for posting this without an explaination.
If it had been an unknown forum member instead of someone I knew to be a good deckbuilder, I would have written it off as a crazy person vomiting a bunch of cards into a list.
Here is some peace of mind to those still trying to figure it out (taken from the link that Xlich provided).
You play Jackal Pup, Donate it to your opponent, and play Muzzle and Farrel's Mantle on it. Then you play the extremely broken Aysen Highway and use the overpowered Balduvian Shaman to make all red creatures gain plainswalk. Finally, play Grand Melee, Mossdog, and Chronatog. Play Coalition Flag on the Mossdog and start skipping turns. Each turn, your opponent must attack with the Jackal Pup, which is unblockable because you control a plains, and target the Mossdog with Jackal Pup ability, giving Mossdog a +1/+1 counter. When Mossdog is at least 20/20, take a turn to play Obelisk of Undoing (the game's most broken bounce) and bounce Muzzle . Afterwards, it is time to play the game-winner, Great Wall. Next turn, your opponent must attack into your Mossdog, which can now block it due to the all-powerful Great Wall, killing your opponent with Jackal Pup ability.
d0su - Shame on you for doing that to people, lol, but props on the deck.
Ummmm.... Farrel's Mantle's ability is a may.... I don't see any way that the opponent MUST target the Mossdog.
Nice try though...
Edit: Also, can you take all the "buy"'s out of that quote? My brain hurts reading it
Actually it does have mandatory targeting. soon as the jackal pup get's through it'll trigger targeting mossdog since that's presumably your only creature. you dont have to deal the damage, but the targeting is mandatory.
I don't believe it is (although I have a bad habit of being wrong lately - can't the controller of the attacking (unblocked) creature simply not activate the ability at all?
It's not an activated ability, it's a triggered ability. When the creature gets through unblocked, the ability triggers, targets are chosen, and then the controlling player chooses not to transfer the damage. But by then it's too late.....