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Omnath, Locus of Rage
Your opponent is right in that Cumber Stone doesn't apply until they are already on the field (how would they apply any sooner anyway?). However, that is good enough for Warstorm Surge. There is never a time when those creatures are on the battlefield without Cumber Stone affecting them. They enter with 4 power.
In fact, Warstorm only cares about the creature's power *when the trigger resolves*. This means that with the trigger on the stack, you could cast Aether Meltdown on one of them and Surge will then only cause that token to deal 1 damage since its power is now 1.
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Mar 12, 2018No, it won't exile it from your hand as it is now a new object in your hand. However, what card(s) are you talking about? There are things like Unearth that will exile it as it tries to go to your hand so not every situation is the same here (which is why providing card names in your question is preferable).Posted in: Magic Rulings
Mar 11, 2018Please use card tags:Posted in: Magic Rulings
You have it correct, though your terminology is off. The ability you are talking about is not a Static Ability. Static Abilities do not use the stack and don't "resolve". They just have their effect. An example of this is that of Wight of Precinct Six or Flying.
Ancient has a Triggered ability and it triggers whenever the condition is met. In this case, they cast two spells so it triggers twice. In your case, the Ancient will end up with 2 counters on it (making its toughness 5) and having 4 damage marked on it.
Mar 11, 2018After a but more thought and goldfishing, I have decided to cut Noyan Dar and add in White Sun's Zenith. As mentioned above, it gives me another spell to trigger my stuff while still also giving me a way to just spit out an army on my opponents' turns as I needed. Noyan Dar just doesn't seem all that great as I don't want to open too many lands to destruction so he just makes one land really big. And then it can be chumped pretty easily. Zenith just seems much better.Posted in: Multiplayer Commander Decklists
Mar 11, 2018As for Summonings, my thought is mostly what Bismuth alludes to: it is a way to go wide that works well with Ascendancy and gives the deck a bit of resiliency if Shu Yun can't stick.Posted in: Multiplayer Commander Decklists
The biggest thing for me is being 5 mana, but getting a "free" creature on every Instant and Sorcery spell seems like it makes it even harder for opponents to deal with the board state. And, since it is not a creature like all the other token producers, a Board Wipe hurts much less as we can easily rebuild with it after having all our creatures destroyed.
Overall, I think it is a good card for this type of deck for quite a few reasons. I am not looking forward to having to keep track of the power and toughness of 10 different tokens though
I think I want to find a spot for Secure the Wastes and White Sun's Zenith as well. They work well to give a huge token with Summonings, they support the go wide strategy that Summonings/Mentor/Talrand/etc. support, and can be cast at the end of my opponent's turn to get a "surprise" army to help close out games.
Mar 11, 2018WizardMN posted a message on Grusilda, Monster Masher + 2 Characteristic Defining AbilitiesFrom the FAQ:Posted in: Magic Rulings
Mar 11, 2018This should be in the Rulings forum and please use card tags:Posted in: Community Discussion
Archetype of Endurance
Night of Souls' Betrayal
Something only targets if a) it says the word "target" in the text of the spell or ability or b) it is an aura spell on the stack. Since neither the Influence or the Night of Souls Betrayal does either, they do not target. Your opponents are correct and your creatures still get -1/-1.
Mar 10, 2018Summary Dismissal counters, at most, one spell here because he has to only cast one spell at a time; there is no way to cast all 3 at once. You can delay the rest because the trigger to remove the counter is on the stack, but the order is this:Posted in: Commander Rules Discussion Forum
3 cards Suspended
3 Triggers go onto the Stack to remove a counter.
First trigger resolves which lets you cast that spell.
Now, you have the trigger to cast the spell and 2 other triggers to remove counters.
If you let this resolve, the spell is cast. If you Summary Dismissal, you counter the abilities on the stack so the current spell that is trying to be cast will not be able to be cast (since you countered the trigger and there are no Time counters on it). The other 2 will just trigger again next turn.
This really should be in the regular rules forum if this is a rules question or in the main Commander forum if this is a strategy question. For the latter, Teferi, Mage of Zhalfir shuts down Suspend pretty hard. If you want this to turn into more of a Strategy discussion, I suggest you ask a Mod to move it to a more appropriate forum.
Mar 10, 2018This thread is pretty long so I am not sure this is has been mentioned yet so far, but I found this interesting rule change in the Release Notes for the card Baird, Steward of Argive:Posted in: The Rumor Mill
The change is that, currently, if there is a tax to attack you, that tax extends to the entire team. However, if there is a tax to attack your planeswalker, your teammate's planeswalkers can be attacked without penalty. Now it looks like individual heads are attacked directly so any taxes or restrictions only apply to that head. This potentially makes cards like Ghostly Prison and Blazing Archon much worse. I assume this makes cards like Hixus, Prison Warden better as there is no longer a chance to choose who you deal combat damage to; it will be the head that was attacked (that is my assumption anyway).
Mar 10, 2018I have decided to go with these changes for now. Some are questionable so they could be cut later, but they seem to work with the deck fairly well:Posted in: Multiplayer Commander Decklists
- Emerge Unscathed - Gives a creature protection at Instant timing which triggers things I might need. It also has Rebound so I can do it again next turn.
- Center Soul - This is basically another Emerge Unscathed so the same reasons apply here.
- Distortion Strike - Helps get damage through and has Rebound so it counts as 2 spells for anything that cares about casting a spell.
- Slip Through Space - Helps get damage through and trades in Rebound for a card which I think is a worthwhile trade. Both this and Distortion Strike can be the spell that is needed to "one-shot" an opponent if they are at a low enough life total or high enough commander damage already.
- Noyan Dar, Roil Shaper - This is a card that gives me another benefit for casting Instants and Sorceries. I am not sure if it is that great as it opens up my lands to being destroyed. I might not keep this one around for too long, but I wanted to give it a try.
- Metallurgic Summonings - This is a bit better than Noyan Dar in that it doesn't animate lands and, later in the game, I could get all my Instants and Sorceries back to do it all again. This one seems like a very good card for this type of deck so I hope it pans out.
- Trail of Evidence - Early playtesting show that the Clue token is hugely beneficial to the deck's consistency and resiliency. So much so that when I got it down, I ended up not needing any Wheel effects as my hand stayed full from all the clues.
- Docent of Perfection - This is another Talrand/Pyromancer/Mentor (albeit for a little more mana) but it also pumps up the tokens it creates and can create a very formidable army.
And, I cut these cards:
- Sword of Light and Shadow, Sword of Fire and Ice, Sword of Feast and Famine, & Sword of War and Peace - I needed to make room for the spell based effects above and the Equipment package took up too much room.
- Lightning Greaves - Giving Shu Yun Shroud is great for protection, but then I can never cast things targeting him. Most likely, this should be Swiftfoot Boots but I want to give it a try with just protecting him with spells.
- Stoneforge Mystic - With removing the 5 equipment above Stoneforge is almost unnecessary.
- Return to Dust - I have enough hate as it is and, while this card is good, I don't think it is absolutely necessary. And I wanted to make room for the cards above.
- Disallow - I don't think I need this counterspell. Rarely should it matter and I like the rest of the counterspells better.
I think some of the suggestions above are worthwhile, but I want to get a few more games in with this list to determine anything more I might need to change or add.
Mar 10, 2018There is probably something he can be used in that would be better now that that he exists. However, as mentioned above, artifacts have a ton of hate against them so it depends on what the deck wants to do and how susceptible to hate it ends up being. Is there something specific you already have in mind or card choices you are wanting to include?Posted in: Modern
Also, as an aside, I don't see the reason to start a thread asking for opinions on a specific card and then not putting that card or its text anywhere in the post. I get the idea of wanting to not spoil things for people, but put it into a Spoiler tag so anyone looking at the thread knows what the card does that you are asking about. To be perfectly honest, I didn't even bother to take the time to go looking for the new Karn before answering.
Mar 10, 2018I am running Primal Amulet mostly for the copy spell effect, but the cost reduction is good too. I guess I don't really like too many cost reducers (especially in creature form) but it might be a mistake not to run more.Posted in: Multiplayer Commander Decklists
I started looking towards more Rebound spells as well (and I didn't even think of Flashback). To make room for these, I think I need to remove the equipment package. The cards I am looking at adding to work better with casting spells are:
- 1 Emerge Unscathed
- 1 Docent of Perfection
- 1 Trail of Evidence
- 1 Metallurgic Summonings
- 1 Noyan Dar, Roil Shaper
- 1 Distortion Strike
- 1 Center Soul
- 1 Slip Through Space
I think Faithless Looting should definitely find a spot though. I already like the card, it is 1 mana (3 to flash it back) and digs me deeper. I am not sure of all the cards above, so maybe one of those can be Looting.
As for Pyroclasm effects, do you run these instead of general Wrath effects? I could see maybe cutting Wrath of God and Supreme Verdict (I really want to keep Austere Command) to make room for Pyroclasm and Volcanic Fallout but it seems that these hit fewer creatures that it could leave the opponent's with things that I need to get rid of.
- 1 Emerge Unscathed
Mar 10, 2018Here is a quick run down of the card choices:Posted in: Multiplayer Commander Decklists
- Equipment - As mentioned, this makes my deck feel more Voltron than I would like, but there are only 8 equipment (and Clamp is just there for tokens) so it probably isn't as pervasive as I think it is. The choices are pretty common and the most important one is probably Sunforger as it allows more spells to be cast as well as a way to answer more threats.
- Counter Magic - I went light on counter magic but I did include some choices solely because they can be gotten off Sunforger. Absorb, Render Silent, and Counterflux are good choices for that. Arcane Denial is in because it is cheap and draws me a card and Mana Drain is just awesome. Disallow is versatile though I wish there was some white or red spell that could counter abilities.
- Removal - I may have gone a little heavy on removal. Enough that there are very few spells that actively make Shu Yun better. I like having the amount of removal I have to deal with my opponents' stuff, but I could see where some of this may need to be slimmed down to increase the spells for Shu Yun and my other creatures.
- Creatures - The main ones here are Talrand, Young Pyromancer, and Monastery Mentor. These give me a board presence while casting my spells. Jori En helps me draw cards and Taigam helps me cast my spells again. Burnished Hart and Solemn are there for ramp. Stoneforge of course gets me my equipment.
- Everything Else - Hopefully everything else is self explanatory. I am pretty happy with the current card choices, but I am sure there are some that can be better.
Mar 10, 2018I have been going through a bit of house cleaning with regards to my EDH decks. I have been trying different color combinations and I have had a few deck that were fun but ultimately just did not perform as I wanted them to. Some could have been made better by shoring up the weaknesses but then I needed to cut down on the core of the deck and it just felt that to make them better it took away from the reason for playing the deck to begin with.Posted in: Multiplayer Commander Decklists
Because of this, I ended up down to 6 decks (7 including my never-played Narset deck). And, while these decks are fun and I have them all basically where I want them to be, I found that I would sometimes get "bored" with the decks I had and just wanted something more or different.
I currently have 2 control decks, 2 attrition/midrange decks, and 2 aggro decks, so I was trying to find a deck archetype or playstyle that was different than what I had as well as trying to find a color combination that was different than what I had. After going through all the available generals, I narrowed down the choices to about 25 possible generals. In the end, I looked towards Shu Yun, the Silent Tempest as a way to give me a different color combination (I don't play Narset, Enlightened Master often so I ignored her) as well as a different playstyle: Spellslinger. I have never ran a true spellslinger deck. I have my control decks, but this is one that is meant to be proactive rather than reactive.
So, here is my list:
The main thing with the deck as of now is that I have a bit of an equipment sub-theme that I am not sold on. I like it, but I am not sure if it would be better to just add in more Instants and Sorceries instead. So far, the Swords have been fantastic so it is isn't that they don't work; it is more that it makes the deck feel less like a spellslinger deck and more voltron.
Another thing I am thinking of trying to make work is more X spells. Specifically, ones that make tokens like White Sun's Zenith. I think being able to swing with a bunch of cats (and have Jeskai Ascendancy pump them all up) can help close out games.
I will be actively working on it for a little while so there may be a few more updates pretty close to this initial post. As always, I am open to suggestions and I may add in a quick summary of the overall card choices in the next post a little later in case I change anything significant about it.
Mar 10, 2018Posted in: Magic Rulings
Oh, I missed that. Then, in this case, the duration of the effect is already over which means they never get the Scalelord to begin with.Quote from Lithl »
In this scenario, Helm is phasing out before the ability of the Helm resolves.Quote from WizardMN »Scalelord Reckoner
No. The Scalelord phases out with everything else, but the control effect ends once Helm phases out. Once everything phases back in during their Untap step, you will get your Scalelord back as there is now nothing giving them control of it.
They can always activate the Helm again if they want to take control of it again of course.
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