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  • posted a message on Question about Stack order and rulings
    I play In Garruk's Wake, in response opponent sac's his tokens to Goblin Bombardment
    He targets Anonwon first with 6 (obelisk giving it +2) and then the 4 on some random rogues.

    My argument was because he targeted Anowon first and then the other rogues. Based on stack resolution order, Anowon would die last.
    So my other rogues he targeted would still be getting their +1 off him.

    However, opponent and opponent 2 argued that "he's letting the 6 hits resolve first and then adding more".

    That's his decision. If he wants to activate it 6 times targetting the Anowon, let them resolve, and then activate it some more right away, he can. After each one of those resolves, the active player (you in this case) gets priority. The next object on the stack doesn't resolve until all players pass priority in succession. When he gets priority, he can activate Goblin Bombardment again.
    117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.

    117.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.

    This has been true since the stack was introduced in 1999.
    I've always been under the impression you can add to the stack but once it starts to resolve, you cant stop it.
    Because surely if you've accidentally not played a counterspell, you just wait until the stack resolves until the spell you want to counter and then just nope it.

    The stack doesn't resolve. The individual objects on the stack resolve, one at a time. And something like Counterspell doesn't care whether its target is on top of the stack, just that it is on the stack somewhere.
    Posted in: Magic Rulings
  • posted a message on Dauthi Voidwalker and Mass Removal
    Quote from cyberium_neo »
    Dauthi Voidwalker

    If Voidwalker and other cards go into graveyard at the same time, his ability still cause opponents' cards to be exiled, yes??

    Yes, the determination is made before the event actually happens. The Dauthi Voidwalker is still on the battlefield, so its ability is in effect.
    614.4. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.
    Example: A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature.


    Quote from cyberium_neo »
    And the mass removal (such as Wrath of God) will be exiled prior, I presume?

    Not for something like Wrath of God, because it is still on the stack when everything gets destroyed. It would work for something that dealt damage, though.
    608.2m As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.
    Posted in: Magic Rulings
  • posted a message on To Fly or Not to Fly? Cat is the Question
    Quote from Oloro4Life »
    If I control a Magebane Armor & a Maul of the Skyclaves, and I activate Balan, Wandering Knight’s ability to equip everything to her, would she have flying if everything equips at the same time?

    That would be your decision.
    113.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.

    613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.
    613.7a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives
    a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.
    Example: Rune of Flight is an Aura that grants enchanted Equipment “Equipped creature has flying.” A player attaches Rune of Flight to Colossus Hammer, an Equipment with “Equipped creature gets +10/+10 and loses flying.” The ability granted by Rune of Flight shares Rune of Flight’s timestamp because it is later than Colossus Hammer’s timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule 613.7e), but the relative order of those timestamps remains the same.

    613.7e An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.

    613.7k If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order.

    101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.
    Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.
    Posted in: Magic Rulings
  • posted a message on Approach of the Second Sun and Hive Mind
    Quote from Kamonohashi »
    When my opponent's copy of the spell implements the text that is written on the physical card, a copy of a non-physical spell is placed in their library seventh from the top. Why isn't the physical card or a token or proxy copy of the physical card placed in my opponent's library?

    The physical card is not placed there because your opponent's copy is not the physical card.
    A token or proxy copy is not placed there because that would be pointless as it gets yanked out and thrown away a few seconds later.
    Quote from Kamonohashi »
    I understand that Hive Mind copies the spell for my opponent, but my opponent's copy of the spell says to put Approach of the Second Sun into my opponent's library, not HIS COPY of Approach of the Second Sun, but Approach of the Second Sun, into his library. Why does "Approach of the Second Sun" mean the physical card for me, and the non-physical spell on the stack for my opponent? That's not intuitively clear to me. Note, I'm not challenging the rules or anything. I'm just trying to understand how the mechanics of the game work. So that I know how to read a Magic card and implement what it says intuitively in the future.


    201.4. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.

    See my sequence above for references to step numbers.

    On the spell cast in step 2, the instruction beginning "put Approach of the Second Sun into ...." refers to the spell cast in step 2.
    On the copy created in step 6, the instruction beginning "put Approach of the Second Sun into ...." refers to the copy created in step 6.
    Posted in: Magic Rulings
  • posted a message on Approach of the Second Sun and Hive Mind
    Quote from Kamonohashi »
    Argus, are you saying that the original spell (mine) goes to the stack and remains on the stack until a second Approach of the Second Sun is cast? But the copy or copies that Hivemind creates don't go on the stack? Could you explain this in a bit more detail? I'm not following how this works. (What's actually happening when Hivemind copies a spell.)

    Here's a bit more detail. I'll assume there are only two players and the Hive Mind is your opponent's (not that it matters much). Also, for this first sequence, I'll assume that this is the first time you're casting that spell this game.
    1. Your main phase begins.
    2. You get priority and cast Approach of the Second Sun. You pay the cost of 6W using mana obtained in an unspecified way. This triggers the ability of Hive Mind.
    3. You would get priority, but there is a triggered ability to put on the stack. Opponent puts "Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy." on the stack.
    4. You get priority and pass.
    5. Opponent gets priority and passes.
    6. The top object on the stack (the ability put there in step 3) resolves. Opponent copies the spell cast in step 2. The copy goes on the stack under their control (and ownership), but it was not cast and is not a card. (In particular, it is not the card that was put on the stack in step 2.)
    7. 706.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.

    8. You get priority and pass.
    9. Opponent gets priority and passes.
    10. The top object on the stack (the spell copy put there in step 6) resolves. The "if" condition isn't met because it wasn't cast from opponent's hand (or at all), so the "otherwise" clause is used. Opponent technically puts the copy into their library seventh from the top (but see step 10) and gains 7 life.
    11. You would get priority, but there is a state-based action to process. A copy of a spell is in opponent's library, so that copy ceases to exist. In other words, finding something to represent that copy long enough to add it to a library would have been a complete waste of time.
    12. You get priority and pass.
    13. Opponent gets priority and passes.
    14. The top object on the stack (the spell cast in step 2) resolves. You did cast it from your hand, but the "and you've cast another spell named Approach of the Second Sun this game" part fails. Like your opponent, you proceed to the "otherwise" part of the effect: You put the card in your library seventh from the top and gain 7 life.
    15. You get priority and pass.

    So, later in the game, you get Approach of the Second Sun in your hand again. Maybe it's the same card, maybe it isn't, but that doesn't matter at all (as stated in rule 400.7). Most of the sequence is the same as before.
    When the opponent's copy resolves in step 9, they'll use the "otherwise" clause again, even if they had their own Approach of the Second Sun and cast it in the meantime. When your spell resolves in step 13, the "if" clause is completely met, and you win.
    Posted in: Magic Rulings
  • posted a message on Approach of the Second Sun and Hive Mind
    Your card will go into your library seventh from the top, and you gain 7 life.
    Each other player puts their copy (which was not cast, so it has no chance of mattering for the first part of the effect) seventh from the top of their library and gains 7 life. But since their copy will soon cease to exist, it is not worthwhile for them to count and pick up the top six cards.
    704.3. Whenever a player would get priority (see rule 117, “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.

    704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.
    Posted in: Magic Rulings
  • posted a message on Flayer of the Hatebound and River Kelpie
    Quote from Asgard(ji-ki) »
    Flayer of the Hatebound and River Kelpie dies at the same time.
    what happens?

    1. Flayer of the Hatebound comes back with +1/+1 counter, and River Kelpie comes back with -1/-1 counter
    both of their ability triggers, and you draw 2 cards and deals 7 damage.

    2. As they come back, you get to choose and stack the order they come in
    - If River Kelpie comes in to play first then Flayer, you draw 2 cards and deal 5 damage
    - If Flayer comes in to play first then RIver Kelpie, you deal 7 damage and draw 1 card


    It's the second one. The two abilities go on the stack in an order of your choosing.
    603.3b If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.

    They will eventually resolve one at a time.
    117.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.
    Posted in: Magic Rulings
  • posted a message on 'Target Player'
    Quote from FruitySquirts »
    Hope this isn't confusing. I'm trying to better understand priorities, counters, and instants.
    In EDH, priority has been passed. Cleanup stage. Now the new opponent has priority.

    Priority is unlikely during the cleanup step; you haven't stated anything that would make the exception apply.
    514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:
    514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.

    I'll assume that this is actually happening during a step or phase in which players get priority.
    Quote from FruitySquirts »
    When priority is now out to all opponents to cast an instant in response I may cast an instant with "target player". This does not have to go at the current player on turn. I can select target player as any other player?

    If it says "target player" rather than "target opponent" or "target active player" or any other such restriction, you literally choose any player. It's the same as any other target selection. (This ignores issues like shroud/hexproof.)
    115. Targets
    115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.
    115.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an
    object and/or player. The target(s) are chosen as the spell is cast
    ; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)
    Example: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted.

    Quote from FruitySquirts »
    Now, if I cast my instant onto another player can they activate an ability on a creature untapped in response? Not play anything at hand. Just tapped this creatures ability in response to me using my instant on them

    They will get priority while your spell is on the stack. They can use that priority to cast a spell (instant) or activate an ability, same as any other time they get priority. (This assumes your spell doesn't have split second.)
    117.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
    117.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.
    117.1b A player may activate an activated ability any time they have priority.

    117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
    117.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority.
    Posted in: Magic Rulings
  • posted a message on Leyline of Sanctity - Vendillion Clique
    If you have hexproof (e.g., from Leyline of Sanctity), you can not be the target of the ability of your opponent's Vendilion Clique.
    702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”

    603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.

    "When Vendilion Clique enters the battlefield, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of their library, then draws a card."
    Posted in: Magic Rulings
  • posted a message on Eidolon of the Great Revel / Pyrostatic Pillar + Culling the Week sacrificing creature that gains life on death
    [c]Eidolon of the Great Revel[/c] -> Eidolon of the Great Revel
    [c]Ukkima, Stalking Shadow[/c] -> Ukkima, Stalking Shadow
    [c]Culling the Weak[/c] -> Culling the Weak
    Quote from Izan4gi »
    I am active player and I control Eidolon of Great Revel. I pass priority
    My opponent is at 1 life, he has an Ukkima Stalking Shadow who is now a 4/4. He casts Culling the Week sacrificing Ukkima, targetting me with its leave the battlefield trigger.

    Question is: does he gain life before being dealt damage from Eidolon?

    The sequence would look like this:
    1. Your main phase begins.
    2. You get priority and pass.
    3. Opponent gets priority and casts Culling the Weak. Opponent pays the cost by spending B obtained in an unspecified way and sacrificing Ukkima with power=4; this triggers Ukkima's ability. The casting triggers the Eidolon's ability.
    4. Opponent would get priority, but there are triggered abilities to put on the stack. A) You put "Whenever a player casts a spell with mana value 3 or less, Eidolon of the Great Revel deals 2 damage to that player." on the stack. B) Opponent puts "When Ukkima leaves the battlefield, it deals X damage to target player and you gain X life, where X is its power." on the stack, choosing you as the target and remembering that X=4.
    5. 603.3b If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.

      101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.

    6. Opponent gets priority and passes.
    7. You get priority and pass.
    8. The top object on the stack (the ability put there in step 4B) resolves. Ukkima deals 4 damage to you and opponent gains 4 life (putting them at 5 life).
    9. You get priority and pass.
    10. Opponent gets priority and passes.
    11. The top object on the stack (the ability put there in step 4A) resolves. Eidolon of the Great Revel deals 2 damage to opponent (putting them at 3 life).
    12. You get priority and pass.
    13. Opponent gets priority and passes.
    14. The top object on the stack (the spell cast at step 3) resolves. Opponent adds BBBB. Culling the Weak goes to opponent's graveyard.
    15. You get priority and ....
    Posted in: Magic Rulings
  • posted a message on Partners without the other partner
    [c]Trynn, Champion of Freedom[/c] -> Trynn, Champion of Freedom
    [c]Silvar, Devourer of the Free[/c] -> Silvar, Devourer of the Free

    702.124f “Partner with [name]” is a variant of the partner ability. “Partner with [name]” represents two abilities. One is a static ability that modifies the rules for deck construction. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has a “partner with [name]” ability with the other’s name. You can’t designate two legendary cards as your commander if one has a “partner with [name]” ability and the other isn’t the named card. The other ability represented by “partner with [name]” is a triggered ability that means “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.”


    You can choose Trynn and Silvar as your two commanders, starting both in your command zone. Color identities of white, black, and/or red would then be allowed among the other 98 cards.

    If you have only one commander and it is mono-white (either Trynn or another mono-white commander), Silvar can not be among the other 99 cards. You can still use Trynn's ability to search and shuffle your library, but Silvar won't be there to be found.
    Posted in: Magic Rulings
  • posted a message on Psychic Puppetry spliced onto Psychic Puppetry
    Quote from YoruNoTenshi »

    My question is: When I splice Psychic Puppetry onto a second Psychic Puppetry card (which is on the stack). Do both tap/untap effects happen simultaneously, such that I cannot interact in between or could I use this trick to untap my Lotus Field twice?

    They're sequential, not simultaneous, but you don't get a chance to do anything between those effects. (Bounty of Magic is the same way.)
    608.2c The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text.

    702.47b You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.

    608.2g If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.

    Posted in: Magic Rulings
  • posted a message on Void Winnower and Overloaded Cyclonic Rift (Mana Value)
    So, even though Overload is an alternate cost, because Cyclonic Rift's mana value is 2, Void Winnower won't allow it to be cast, no matter what method is available. Is that correct?

    Cyclonic Rift's mana cost is 1U.
    202. Mana Cost and Color
    202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.

    Therefore, Cyclonic Rift's mana value is 2.
    202.3. The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color.
    Example: A mana cost of 3UU translates to a mana value of 5.

    An alternative cost (e.g., 6U) does not change this.
    118.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.

    118.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.

    And Void Winnower's "Your opponents can't cast spells with even mana values." checks only the mana value for whether it is even.
    Posted in: Magic Rulings
  • posted a message on Athreos, god of mutate
    So, potentially dumb question. Athreos, Shroud-Veiled allows specific creatures to survive death with coin counters. How does this work with Snapdax, Apex of the Hunt is mutated onto Septic Rats.

    Both cards get returned to the battlefield (but not merged).
    721.3. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.

    721.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.
    Posted in: Magic Rulings
  • posted a message on charmed sleep help
    [c]Charmed Sleep[/c] -> Charmed Sleep

    Quote from oweggy »
    im a noob to some situations in mtg. i was never explained how "Enchanted creature doesn't untap during its controllers untap step" works.

    Normally, all of your permanents untap during your untap step. That doesn't happen to a creature with Charmed Sleep on it.
    502. Untap Step
    502.1. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.”
    502.2. Second, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.

    The "determines" in rule 502.2 includes "That one won't untap because it's the enchanted creature in 'Enchanted creature doesn't untap during its controller's untap step.'"
    Quote from oweggy »
    Is this permanent (until destroyed) or does this creature wake up in a few turns.

    Like every permanent, Charmed Sleep will remain on the battlefield until explicitly removed (or the game ends).
    110. Permanents
    110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.

    Also, that ability is a static ability, so it lasts as long as Charmed Sleep is on the battlefield.
    604. Handling Static Abilities
    604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.
    604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.

    Quote from oweggy »
    some people i have played with told me that the enchantment goes away in a few turns... either they are playing dirty with me or i read into things too much? sorry if this isnt the place to ask... have a nice day!
    Unless they can identify an effect or rule that would remove it (or otherwise mess with it), they're playing dirty with you.
    Posted in: Magic Rulings
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