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  • posted a message on Can Morphling be made a 4/4?
    Quote from Boddynock »
    Could I use morphling's -1/+1 ability to make it a 0/8
    No. If you resolve that ability five times, it will be a =2/8.

    107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.
    Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.
    Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add an amount of {G} equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.
    Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.
    Posted in: Magic Rulings
  • posted a message on Responding to Triskelion or Walking Ballista
    Quote from jjuulb »
    After reading your explanation, Im still a bit in doubt, so could you please help with this:
    I have 3 savannah lions on the table. My opponent has 1 Triskelion. I attack with the the 3 lions and he responds to it by activating his trike 1 time to deal 1 damage to one of the lions. I then respond with a lightning bolt on the trike. He then responds with activating his trike two times and deal 1 damage to each of the other two lions.

    The sequence would be like this:
    1. Your combat phase begins. Your beginning of combat step begins.
    2. You get priority and pass.
    3. Opponent gets priority and passes.
    4. Beginning of combat step ends.
    5. Declare attackers step begins. You declare your three Savannah Lions as attackers and tap them.
    6. You get priority and pass.
    7. Opponent gets priority and activates the "Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target." ability of his Triskelion. He chooses one of your Savannah Lions as the target and pays the cost by removing a +1/+1 counter.
    8. Opponent gets priority and passes.
    9. You get priority and cast Lightning Bolt. You choose opponent's Triskelion as the target and pay the cost using R obtained in an unspecified way.
    10. You get priority and pass.
    11. Opponent gets priority and activates the "Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target." ability of his Triskelion. He chooses a second Savannah Lion as the target and pays the cost by removing a +1/+1 counter.
    12. Opponent gets priority and activates the "Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target." ability of his Triskelion. He chooses the third Savannah Lion as the target and pays the cost by removing a +1/+1 counter.
    13. Opponent gets priority and passes.
    14. You get priority and pass.
    15. The top object on the stack (the ability activated in step 12) resolves. Triskelion deals 1 damage to the third Savannah Lion.
    16. You would get priority, but there is a state-based action to process. The third Savannah Lion has lethal damage and is destroyed.
    17. You get priority and pass.
    18. Opponent gets priority and passes.
    19. The top object on the stack (the ability activated in step 11) resolves. Triskelion deals 1 damage to the second Savannah Lion.
    20. You would get priority, but there is a state-based action to process. The second Savannah Lion has lethal damage and is destroyed.
    21. You get priority and pass.
    22. Opponent gets priority and passes.
    23. The top object on the stack (the spell cast n step 9) resolves. Lightning Bolt deals three damage to Triskelion and is put in your graveyard.
    24. You would get priority, but there is a state-based action to process. Triskelion has lethal damage and is destroyed.
    25. You get priority and pass.
    26. Opponent gets priority and passes.
    27. The top object on the stack (the ability activated in step 7) resolves. Triskelion (as it was in step 24) deals 1 damage to the first Savannah Lion.
    28. You would get priority, but there is a state-based action to process. The first Savannah Lion has lethal damage and is destroyed.
    29. You get priority and pass.
    30. Opponent gets priority and passes.
    31. Declare attackers step ends. The rest of the combat phase will proceed, but there are no longer any attacking creatures.

    The ability on the stack will resolve even with the Triskelion gone.
    113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “Prodigal Pyromancer deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
    Posted in: Magic Rulings
  • posted a message on Ghostly Flame and COP:Red damage prevention question
    Quote from ITRules »
    Hi! Can Circle of Protection: Red prevent damage from red spells and permanents when Ghostly Flame is on the battlefield? The ruling on GF is it does not change the color of the source and COP:Red prevents damage from the source which would still be red.

    609.7. Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”
    609.7a If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.
    609.7b Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up.

    A Circle of Protection: Red will only prevent damage from a red source of damage, not a colorless one. While Ghostly Flame is out, this means it can't do anything about red spells and permanents.
    Posted in: Magic Rulings
  • posted a message on Mercurial Transformation on Aura's
    Quote from Ahgurow »
    So what would happen if I play my mercurial transformation on an enchantment aura? The aura would become a creature and, does it detach from the permanent it enchanted?

    Yes, it promptly becomes unattached.
    704.5. The state-based actions are as follows:

    704.5p If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.


    Quote from Ahgurow »
    And if so, does it attach back at the end of turn or will it become illegal at the end of turn?

    There is no reason for it to become attached to anything. It goes to the graveyard.
    704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.
    Posted in: Magic Rulings
  • posted a message on Modal Double-Faced Cards and the 99
    Also one more question about Jadzi, Oracle of Arcavios. Her first ability says, "Discard a card: Return Jadzi, Oracle of Arcavios to its owner's hand." If she's in my graveyard or in exile then can I discard a card from my hand to return her back to my hand or does she only trigger [sic] her first ability If she's on the battlefield?
    No.

    113.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
    113.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
    113.6b An ability that states which zones it functions in functions only from those zones.
    113.6c An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.
    113.6d An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.
    113.6e An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
    113.6f An object’s ability that states it can’t be countered functions on the stack.
    113.6g An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
    113.6h An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
    113.6i An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
    113.6j A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.
    Example: Absolver Thrull has the ability “When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)
    113.6k An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.
    Example: Reassembling Skeleton says “{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard.
    113.6m An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/resources/rules-documents.
    113.6n Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”

    None of the exceptions apply to that activated ability.
    602. Activating Activated Abilities
    602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
    Posted in: Magic Rulings
  • posted a message on Sphinx of the Second Sun interaction with multiple combat steps
    [c]Moraug, Fury of Akoum[/c] -> Moraug, Fury of Akoum

    Quote from Buba »
    Sphinx of the Second Sun will allow to have an additional beginning phase "At the beginning of your postcombat main phase". What does this mean for cards that give additional combat phases? Especially cards like Moraug Fury of Akoum?

    An additional combat phsae does not change the meaning of "postcombat main phase".
    505. Main Phase
    505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.
    505.1a Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.

    Quote from Buba »
    Does the "additional combat phase after this phase" line in Moraug Fury of Akoum mean it actually never gets to the "beginning of postcombat main phase"?

    No, how would it? Eventually, the combat phase will end.

    The phase sequence would be one of the following:

    • Beginning phase
    • Precombat main phase in which you get a land, triggering Moraug
    • Additional combat phase (from Moraug)
    • Combat phase
    • Postcombat main phase, with Sphinx of the Second Sun triggering at the beginning
    • Additional beginning phase (from Sphinx of the Second Sun)
    • Ending phase

    • Beginning phase
    • Precombat main phase
    • Combat phase
    • Postcombat main phase, with Sphinx of the Second Sun triggering at the beginning, and in which you later get a land, triggering Moraug
    • Additional combat phase (from Moraug)
    • Additional beginning phase (from Sphinx of the Second Sun)
    • Ending phase

    • Beginning phase
    • Precombat main phase
    • Combat phase
    • Postcombat main phase, with Sphinx of the Second Sun triggering at the beginning, and in which you somehow get a land in response to Sphinx's ability, triggering Moraug
    • Additional beginning phase (from Sphinx of the Second Sun)
    • Additional combat phase (from Moraug)
    • Ending phase
    Posted in: Magic Rulings
  • posted a message on Clarification on Fading
    Quote from quixotegut »
    If they would errata PWave to have Vanishing, oh how happy I'd be.
    Their article at https://magic.wizards.com/en/articles/archive/making-magic/utter-chaos-2007-01-15 explains why they didn't just errata fading n to vanishing n+1.
    Posted in: Magic Rulings
  • posted a message on Ward question
    The reminder text specifies "this permanent". On the stack, it's not a permanent. Just like an opponent can target a Spined Megalodon spell with something like Cancel while it is on the stack.
    Posted in: Magic Rulings
  • posted a message on Nethroi vs. Ghalta
    During the first combat damage step, the attacking Ghalta would not assign or deal damage, and the blocking Nethroi would assign and deal 5 damage to Ghalta. Ghalta would then be destroyed.
    702.2b A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.

    506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, or if it’s an attacking or blocking creature that regenerates (see rule 701.15) or stops being a creature. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that’s removed from combat stops being attacked.


    During the second combat damage step, there is no attacking creature, and the blocking Nethroi would have nowhere to assign/deal combat damage. Therefore, there is no combat damage during that step.
    510. Combat Damage Step
    510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:
    Posted in: Magic Rulings
  • posted a message on Possible dumb question about planeswalkers
    Activating a loyalty ability of one planeswalker does not interfere with activating a loyalty ability of a different planeswalker during the same turn. This is true even if the other planeswalker has the same name or other similarity with the first.
    606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.

    403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)
    Posted in: Magic Rulings
  • posted a message on Modal double-faced cards
    Quote from The Fluff »
    Have not used this cards before. So I have a simple question about them. For example, I have Blex, Vexing Pest on hand. If I cast it as the creature, there's no way to use the other side anymore?
    There is no way to transform it, correct. (Also, it looks like the other side is a sorcery, which would be unusable from the battlefield anyway.)
    711.1. A double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. There are two kinds of double-faced cards. Transforming double-faced cards include abilities on one or both of their faces that allow the card to “transform” (turn over to its other face) or allow the card to enter the battlefield “transformed” (with its back face up). Modal double-faced cards have two faces that are independent from one another and can’t transform.
    Of course, if you remove it from the battlefield (e.g., to your hand), it won't remember which face was up and casting would require a fresh decision of which face to cast.
    711.7. If a transforming double-faced card is cast as a spell, it’s put on the stack with its front face up. A player casting a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack. See rule 601, “Casting Spells.”
    Posted in: Magic Rulings
  • posted a message on Sequencing of delayed triggers?
    Quote from l4cr0ss »
    If I have both Thassa, Deep-Dwelling and Purphoros, Bronze-Blooded on the battlefield, and I pay to use Purphoros, Bronze-Blooded's activated ability, in what order will the two abilities appear on the stack when the end step begins? They say "at the beginning of (your|the next) end step", respectivly.

    You control them both, so you choose the order.
    603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose. (See rule 101.4.) Then the game once again checks for and resolves 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.

    603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.

    Note that if Thassa's ability resolves first targeting Purphoros's doomed creature, the creature Thassa returns will not be subject to that sacrifice.
    400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are nine exceptions to this rule:
    400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes.
    400.7b Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.
    400.7c An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.
    400.7d Abilities that trigger when an object moves from one zone to another (for example, “When Rancor is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.
    400.7e Abilities of Auras that trigger when the enchanted permanent leaves the battlefield can find the new object that Aura became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that Aura became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.)
    400.7f If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.
    400.7g If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.
    400.7h If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.
    400.7i After resolving a madness triggered ability (see rule 702.34), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object.
    Posted in: Magic Rulings
  • posted a message on Mutate question
    [c]Path to Exile[/c] -> Path to Exile
    Quote from The Fluff »
    Hi, if I mutate Illuna, Apex of Wishes on top of a Deathgorge scavenger.. then the mutated creature get targetted by a path to exile, are Illuna and the scavenger both exiled?

    Yes.
    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.
    721.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.
    721.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7k.
    Posted in: Magic Rulings
  • posted a message on Beginning of upkeep ruling
    [c]The Prismatic Bridge[/c] -> The Prismatic Bridge
    [c]Bringer of the Black Dawn[/c] -> Bringer of the Black Dawn

    Quote from Buba »
    Hello! I have a question on how priority passes during upkeep.

    The same way it passes during any step/phase that has priority.
    117.3. Which player has priority is determined by the following rules:
    117.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).
    117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
    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.

    Quote from Buba »
    I have recently built a Prismatic Bridge deck. Bringer of the Black Dawn is one of the creature I can get on the battlefield with the Prismatic Bridge trigger.
    Would I be able to activate [sic] Bringer's ability when he enters the battlefield at the beginning of my upkeep? Or has priority passed now that he entered the battlefield and I am no longer "at the beginning of my upkeep"?
    Thanks!

    This would be the sequence:

    1. Your upkeep begins. This is the only time that "At the beginning of your upkeep" abilities can trigger. That ability of The Prismatic Bridge triggers at this time. The ability of Bringer of the Black Dawn does not, because it is not on the battlefield at this time.
    2. You would get priority, but there is a triggered ability to put on the stack. You put "At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order." on the stack.
    3. You get priority and pass.
    4. Opponent gets priority and passes.
    5. The top object on the stack (the ability put there in step 2) resolves. The card you get that way is Bringer of the Black Dawn, so you put that onto the battlefield and any others on the bottom of your library.
    6. You get priority and ....
    Steps 5 and later are not step 1, so "At the beginning of your upkeep" abilities do not trigger at that time. This doesn't have anything to do with the passing of priority; triggered abilities just don't trigger for events in the past.
    603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
    603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.
    603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.

    Note that Bringer of the Black Dawn has no activated ability.
    602. Activating Activated Abilities
    602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
    602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.
    Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability.
    602.1b Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.
    602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.
    Posted in: Magic Rulings
  • posted a message on Muldrotha and MDFC
    Quote from K0olmini »
    I know that Muldrotha, the Gravetide lets you play and MDFC card that is a land on the backside. What about something like Glasspool Mimic. If I already play a creature card from my graveyard can I still select it to play the landside?

    Using Muldrotha to play a land from your graveyard is not casting a creature spell, so it is not inhibited by having cast a creature spell from your graveyard, nor does it interfere with casting a creature spell later in the turn. This is true even if the land is Glasspool Shore (or Dryad Arbor).
    711. Double-Faced Cards
    711.1. A double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. There are two kinds of double-faced cards. Transforming double-faced cards include abilities on one or both of their faces that allow the card to “transform” (turn over to its other face) or allow the card to enter the battlefield “transformed” (with its back face up). Modal double-faced cards have two faces that are independent from one another and can’t transform.

    For that matter, the Release Notes explain that even casting something like Perilous Myr as the artifact spell from the graveyard doesn't interact with the casting of a creature spell from the graveyard.
    Posted in: Magic Rulings
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