Gyrus's abilities are set out in two separate paragraphs (C.R. 112.2c). When Gyrus's second ability resolves, you may exile the targeted creature card from your graveyard, and you create a token if you do (C.R. 608.2c, 603.5). If a token is created this way, you exile that token "at end of combat", more specifically, when the delayed triggered ability created this way and that triggers "at end of combat" resolves (C.R. 603.7a, 603.7).
In general, an ability that triggers during the declare attackers step (such as Mogis's Marauder's ability or Gyrus's second ability) will also get to resolve in that step, before blockers are declared (C.R. 500.2, 506.1, 116.4, 508.2). (Likewise, in general, an ability that triggers during the declare blockers step will also get to resolve in that step, before combat damage is assigned [C.R. 500.2, 506.1, 116.4, 509.4; see also this thread].)
Gyrus's second ability doesn't say which player or planeswalker (not: target) the token is attacking, so you (as the token's controller) choose which player or planeswalker that is (compare Gyrus with Kaalia of the Vast) (C.R. 508.4, 110.5a).
EDIT (Apr. 13): Correctness edit.
- Bthepanda
- Registered User
-
Member for 12 years, 3 months, and 5 days
Last active Wed, Apr, 7 2021 18:12:29
- 0 Followers
- 439 Total Posts
- 29 Thanks
-
1
peteroupc posted a message on Neheb, the Eternal question1. When Neheb's second ability resolves, you add R for each 1 life your opponents have lost this turn, which is not necessarily the same as adding as much R as damage dealt to those players this turn (under C.R. 119.3, damage to players usually causes loss of life, but not always). For example, the ability also counts life lost by an opponent of yours this turn due to Neheb's afflict ability (C.R. 702.129a).Posted in: Magic Rulings
2. Neheb's second ability counts the total amount of life lost by your opponents this turn by any means, whether by damage or otherwise and whether or not Neheb was on the battlefield when such life loss happened (see also C.R. 112.7a).
EDIT (Dec. 1, 2018): Correctness edit. -
1
Iansisle posted a message on Craterhoof BehemothJust out of curiosity, what is the difference between these two scenarios, both assuming you also have no board state and no way to respond:Posted in: Commander Rules Discussion Forum
Someone has a clear board state. At the end of your turn, they cast Artifact Mutation on someone's Mind's Eye and get five saproling tokens. They untap, cast Craterhoof Behemoth, and swing at you for 46 damage. You die.
-OR-
Someone has a clear board state. At the end of your turn, they cast Artifact Mutation on someone's Mind's Eye and get five saproling tokens. They untap, cast Triumph of the Hordes, and swing at you for 10 poison damage. You die.
I mean, there are a couple differences, of course. You can respond to the Triumph with a Swan Song or a Negate, which wouldn't answer the Hoof, but you can't respond to Triumph with a Remove Soul. Hoof is more easily tutorable in mono-green, but creature tutors require you to reveal the tutored card, so it won't be a surprise. It's a bit easier to recur Hoof, but Eternal Witness would fetch either one of them. And, lest we forget, Triumph of the Hordes costs literally HALF the mana that Hoof does.
Also, speaking as a green mage, Craterhoof Behemoth does provide the most "surprise" victories, but I do think that Kamahl, Fist of Krosa is an overall better option at closing games out. He doesn't have the same immediate effect, but he sticks around, is repeatable, and even protects your board from wiping. He'd need a ban, in my opinion, long before we got around to Hoof -- but neither one of them needs a ban.
The only explanation I can fathom for people wanting to get rid of Hoof is that he's overplayed. I understand that. I've regretfully added him to some decks. But if we're going to start banning cards for being played where they can be included, wouldn't we have to include things like Sol Ring, Sun Titan, and Command Tower? -
4
Onering posted a message on Craterhoof BehemothLol no. This card is only ever a problem when tutored out by something like T&N alongside a mass token generator like Avenger of Zendikar, but even then you need a mass haste outlet or enough board presence to attack for lethal. It's a fat creature that relies on you having established a large board presence to win. If you can drop an army and protect it long enough to throw down an eight drop, that's enough work and enough opportunities for disruption and enough resources invested that you've earned the win.Posted in: Commander Rules Discussion Forum -
3
Jivanmukta posted a message on [[Official]] Unreleased and New Card DiscussionPosted in: Commander (EDH)Quote from DirkGently »
Anyway, no, counters aren't bad, I love counters. I just think the "50 counterspells, baral, and a few draw engines" deck is doomed to failure.
But this is how magic is meant to be played. -
14
Glamdring804 posted a message on Vorthos Cartography: A Planeswalker's Maps of the MultiversePosted in: Magic Storyline
Vorthos Cartography
Hello! Welcome to Vorthos Cartography. I make maps of the various planes of existence. Wizards Creative doesn't have the time or resources to make maps of their worlds, but I do. These are hand drawn from descriptions found in Planeswalker's Guides, Art of Magic books, and story materials.
Current Project:
Innistrad (Avacyn Restored)
Completed Maps
Zendikar (Pre-Eldrazi)
The Short List (Maps I intend to draw in the near future.)
Innistrad (In progress)
Tarkir
Theros
Kaladesh*
*We'll see after the art book is released.
I will do a post-Eldrazi version of Zendikar at some point, but it won't be for at least a year.
I maintain full copyright on all materials in this thread. You can have them for personal use (D&D campaigns, etc.) but absolutely nothing else, espically if it derives revenue from my drawings.
This intro is rather boring. I'll add some more interesting tidbits in the future.
Innistrad
Map complete! Text and finishing lines are added.
[Full resolution]
Previous versions
Version 3: http://imgh.us/Innistrad_3_full.jpeg
Forests and non-topographical features added. Map is mostly complete, only requires finishing details and lables.
Version 2: http://imgh.us/Innistrad_2.1_full.jpeg
Version 1 with topography added. This only shows physical features of the land: mountains, rivers, cliffs, and hills.
Version 1: http://imgh.us/Innistrad-1._full.jpeg
A basic outline of the continental shape. Area shown is slightly larger than the size of France.
Zendikar
Map completed! All seven continents are shown, along with an inset of Emeria, the Sky Ruin, as well as a key and scale. Locations are labled with text, instead of my terrible handwriting.
[Full resolution]
[Ultra high-res version] (Version 4, without text)
Previous versions
Version 4: http://imgh.us/Zendikar-4_full.jpeg
Map completed, handwriting needs to be replaced with text.
Version 3: http://imgh.us/Zendikar-3_full.jpeg
Murasa and Emeria are still missing, finishing touches need to be added.
Version 2: http://imgh.us/Zendikar.1_copy.jpeg
Same as version 1, with the addition of Guul Draz and Bala Ged
Version 1: http://imgh.us/Zendikar_map0.1.jpeg
Sejiri, Akoum, and Ondu.
Hello all,
I've been a fan of the MtG story for some time, and I've always been annoyed that they never give us maps of the planes. Then my copy of Art of Zendikar showed up in the mail, and I discovered it was loaded with tones of geographical information. I decided to make my own map of the plane.
I started by going through the book, the Salvation Wiki, the Planeswalker's guide, and all 5 card sets, and making a list of all the named locations I could find. This is what I have so far.
Akoum
Glass Cliffs
The Spike Fields
* The Glasspool
** Ior Ruin
* Tal Terig
Teeth of Akoum
* Affa
* Eye of Ugin
* Fort Keff
Kargan Lands
Ora Ondar
* Khalni Heart
Goma Fada (not an actual location)
Zektar Shrine
Grip Haven
Slab Haven
Guul Draz
Hagra Swamp
* Malakir
* Hagra Cistern
Pelakka Karst
The Hanging Swamp
Zof Marsh
* Helix of Zof
Lake Jeft
* Lulea
Free City of Nimana
Lake of Dust
Murasa
Murasa Wall
* Pillar Plains
* Thunder Gap
* Sunder Bay
** Tumbled Palace
* Cliffs of Kazuul
** Kazuul's Mine
* Glint Pass
Skyfang Mountains
* Shatterskull Pass
Kazandu
* Doom Maw
* Silent Gap
* Vazi River
* Visimal
* The Living Spire
Na Plateau
* Raimunza River
* Raimunza Falls
* The Singing City
Ondu
Makindi Trenches
Teetering Peaks
Turntimber
* Graypelt
* Mosscrack
* The Soul Stair
Agadeem
* Hedron Fields
* Kabira
* Crypt of Agadeem
Beyeen
* Crown of Talib
* Valakut
* Boilbasin
* Zulaport
Jwar
Silundi Sea
Tazeem
Calcite Flats
* Sunspring
The Bulwark
* North Hada
Hamilar Sea
* Sea Gate
* Tikal Harborage
Hamilar Flats
* Sky Rock
* The Ula Temple
Umara River
* Magosi Waterfall
* The Enclave
* Coralhelm
* Wren Grotto
Oran-Reif
Emeria, the Sky Ruin
Bala Ged
Guum Wilds
Surrkar Caves
Umung River
Bojuka Bay
Tangled Vales
Ulamog Wastes
Heart of Bala Ged
Sejiri
Blackcoast Mountains
* Midnight Pass
Tundra Perilous
* Ikiral
Kozilek Wastes
Benthidrix Ruin
A * represents a sub location. Red was destroyed by the Eldrazi, and blue means it was created since the Eldrazi awakened. My map will show Zendikar pre-Eldrazi, though I might make a post-Eldrazi in the future. Are there any thoughts/comments/suggestions? Did I miss anything? Did I put anything in the wrong location? I'll make sure I post my map when it's completed. Any help is greatly appreciated. -
1
Loglog posted a message on Riku of Two Reflections - gloves off, high budgetMy Second EDH deck. Tired of losing to people ganging up on me or degenerative combos when I try to play fair. So, this is my new deck to play to keep those people in line while still being able to have fun with others. More like moderating the group from within. I have a pretty high budget with this deck so I tried to not leaving anything out. Any recommendations are of course appreciated and considered.Posted in: Multiplayer Commander Decklists
-
1
user_938036 posted a message on Magic Story: Kaladesh & Aether Revolt (No Spoiler Discussion)Posted in: Magic Storyline
Considering how Nissa likens them to elementals its more probable that the same spell she uses to call out and craft elementals resonates with the aetherborn because they are at heart elementals.Quote from SteamMage »Quote from Zarundar »I do hope we see this character again and that he interacts with Nissa.
Something in my chest sings a little, but the song isn't for me. My waking mind tells me to ignore the strange humming I feel at a distance. I turn to Chandra.
That line was interesting to me and I hope it'll be brought up again.
Sounds like Aetherborn, or at least Yahenni, can feel when someone uses Magic. -
19
Jivanmukta posted a message on Magic Story Articles Discussion: SOI & EMN [No Spoilers]Posted in: Magic StorylineQuote from Jay13x »The ending here is a large part of the reason I've been preaching patience for the last year. I'm glad Wizards didn't disappoint. The overall story has rehooked me, even if there were fumbles along the way.
You win this time Creative! This time! -
14
VYAzelas posted a message on Official MTG Facebook (APAC) Preview - ProvidenceThis seems good in EDH...Posted in: The Rumor Mill
...wait. - To post a comment, please login or register a new account.
1
Examples
This is also a two card combo. The combo is Buried Alive + a reanimation effect that bring back two or more cards. Additional costs shouldn't be taken into consideration. Especial creature based requirements. You always have a commander to sacrifice.
2
A quick run through of the spoiler didn't show anything noteworthy for Token Marath strategies. Although less common Marath archetypes got a fee new option
Midrange Marth decks have a few new options. The most noticeable is Felidar Guardian. It's really good any deck that runs Birthing Pod. It serves all the same functions that Restoration Angel does while also filling the niche roles that were previously held by Heartmender and Dross Scorpion. Felidar Guardian allows Birthing Pod to turn any three mana creature into a KikiConscripts finish. Although KikiGuardian will also work. Felidar Guardian and Restoration Angel can also blink each other forever to burn people with Purphoros, God of the Forge. Less interesting but equally useful, Felidar Guardian can also untap Priest of Titania, Gaea's Cradle, and activate Xenagos, the Reveler and Garruk Wildspeaker twice per turn. A step by step procedure for the Felidar Guardian-Birthing Pod chain is under the spoiler bellow.
Creature heavy Midrange Marath lists can also make use of Renegade Rallier and Lifecrafter's Bestiary. I haven't looked into the combo potential Renegage Rallier may or may not have but should always be a decent value play which is good enough. Lifecrater's Bestiary is a good draw engine for creature heavy lists. It's also mana intensive. It will be pretty good with Priest of Titania mana package though. If you aren't running a Mana Elf package or are running a token list than Mentor of the Meek will be better.
Paradox Engine is excellent and should be considered in any deck running green. Priest of Titania and Elvish Archdruid can produce large amounts of mana very quickly. Pardox Engine and Earthcraft are match made in heaven. With these two cards and a draw engine online you should be able to play your entire deck. Paradox Engine is also strong with Cryptolith Rite and Rishkar, Peema Renegade although there are a few more stipulations to achieve the same success.
Rishkar, Peema Renegade has potential to be a decent card. It's best in decks that focus on a +1/+1 counter theme, but there are fewer hoops to jump through since Marath can share his +1/+1 counters. This card looks to best in decks running Cathars' Crusade or Ivy Lane Denizen. Token decks that run one of those cards probably the most likely to put Riskaar to good use.
Super Friends list got a couple of new additions. Oath of Ajani is phenomenal for the archtype. Ajani Unyielding also seems to be a decent planeswalker. He provides card advantage, removal, and cool ultimate. This Ajani is a little expensie though. A lot of other people are excited about Maulfist Revolutionary for this archetype. I don't see the hype. It adds a single loyalty counter to a single planeswalker. I don't think its worth it.
Treasure Keeper and Servo Schematic exist for the more obscure Stax Marath lists out there. I've never played the archtype before so I can't provide much more commentary but those two cards are good in theory.
New players picking up Marath for the first time may want to pick up a copy of Ajani, Valiant Protector. Since this Ajani comes in its own theme deck it should be pretty accessible to all players. It's not a strong planeswalker but it has enough impact see play in Commander. If you need to "draw" cards you use the +1 ability and if you need to "recast" Marath then use the +2 ability. If you're a new player and think playing with some planeswalker would be fun than you should pick this up.
Aid from the Cowl and Rishkar's Expertise are worth looking into. They both seem good in decks with a lot of fatties. Aid from the Cowl could be good in token decks or Skullclamp friendly decks. The effectiveness of these cards is dependent on deck construction. These are both card advantage engines and I think there better options than these. They are playable but I'll pass on using them.
1
2
Marath + Basalt Monolith + Rings of Brighthearth
Marath + Food Chain + Mana Echoes
Marath + Food Chain + Ashnod's Altar
Marath + Earthcraft + Primal Vigor
Marath + Earthcraft + Doubling Season
Marath + Earthcraft + Cathars' Crusade
Marath + Earthcraft + Ivy Lane Denizen
Marath + Mana Echoes + Primal Vigor
Marath + Mana Echoes + Doubling Season
Marath + Mana Echoes + Cathars' Crusade
Marath + Mana Echoes + Ivy Lane Denizen
Marath + Mana Echoes + Hardened Scales
Marath + Phyrexian Altar + Primal Vigor
Marath + Phyrexian Altar + Doubling Season
Marath + Phyrexian Altar + Cathars' Crusade
Marath + Phyrexian Altar + Ivy Lane Denizen
Marath + Ashnod's Altar + Primal Vigor
Marath + Ashnod's Altar + Doubling Season
Marath + Ashnod's Altar + Cathars' Crusade
Marath + Ashnod's Altar + Ivy Lane Denizen
Marath + Ashnod's Altar + Hardened Scales
About half of these need a fourth card to win the game by immediately. You can use Purphoros, God of the Forge for combos that only a lot of tokens or ETB triggers and Valakut Invoker can be used for combos that produce lots of mana.
1
Though could you increase the contrast between the continents and ocean? It's hard to differentiate the two - especially along the coastline.
1
As for you concerns:
Is the deck plausible. Most likely. Reanimation packages don't need to take up a lot of room. Especially when you have a discard outlet as a commander. If you still have room for 10 or so cards after you've chosen all of your vampire tribal things, your support effects, and your lands then it should definitely work. I don't know how many fatties or reanimation targets you'd want but 10 should be a good number for a sub theme. I wouldn't feel comfortable with less than a 3/5 fatty/reanimation split myself.
Black decks should never have a problem with running out of cards. You have access to Sign in Blood, Night's Whisper, Dark Confidant, Pain Seer, Read the Bones, Phyrexian Rager, Phyrexian Arena, Underworld Connections, Necropotence, Wheel of Fortune, Ambition's Cost, Ancient Craving, Graveborn Muse, Ob Nixilus, Reignited, Promise of Power, Bloodgift Demon, Phyrexian Gargantua, Dragon Mage, Spinerock Dragon, Baleful Force, and many other cards I missed. And those are just effects that draw cards. There are also tons of multi-target removal and virtual card advantage to make use of.
2
2
You want Mayael the Anima
1
I think he meant to say two or less. It would be very interesting if you could return Faerie Macabre to your hand while you had three or more experience counters though.
1
If you aren't a "go wide" aggrieved deck than you don't a lot of creatures. It's not uncommon to see Crypt Ghast as the only creature aside from the commander.
For ramp you have Sol Ring, Mind Stone, Coldsteal Heart, Charcoal Diamond, Jet Medallion, Coalition Relic, Worn Powerstone, Thran Dynamo, Gilded Lotus, Leaden Myr, Plague Myr, Palladium Myr, Alloy Myr, Burnished Hart, and Solemn Simulacrum.
Good cheap spells include Sign in Blood, Night's Whisper, Read the Bones, Doom Blade and any of its varrients, Snuff Out, Slaughter Pact, Murderous and Death Rattle (they're usually 1-3 mana), Dark Confidant, Skullclamp with Bloodghast and Reassembling Skeleton, and cards like Phyrexian Arena, Phyrexian Etchings, and Necropotence.