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  • posted a message on Oppressive Rays - one time cost, or each time you attack/block?
    Quote from YoungPyromancer
    I have a question about Oppressive Rays. From what I gather (from people talking about the card) the controller of the enchanted creatures has to pay 3 each time he wants to attack or block with that creature. But when I first read the card, I thought it just meant that you could pay 3 and then attack/block like normal for the rest of the game.

    How do I know, from reading the card, that the cost applies to each time that I want to attack/block?

    The same way you know it for the 3 additional cost on activated abilities.
    508.1g If any of the chosen creatures require paying costs to attack, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.
    508.1h If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).
    508.1i Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed.
    Pays all costs means "pays all cost", not "reminisces about payments on previous turns".
    Posted in: Magic Rulings Archives
  • posted a message on A token, an instant, and the graveyard
    Quote from HillHammer
    Just as an aside to this, do this mean that technically, you could exile a token at instant speed with say Scavenging Ooze?

    Who said anything to even suggest that?

    Let's say non-active player has two tokens (whose details I will not cover) and a Scavenging Ooze with Indestructibility attached to let it survive the Day of Judgment, and that those are the only creatures at the moment. Then a possible sequence is:
    1. Main phase begins.
    2. Active player gets priority and casts Day of Judgment. AP pays the cost using 2WW obtained in an unspecified way.
    3. AP gets priority and passes.
    4. Non-active player gets priority and passes. There are two reasons NAP can't use Scavenging Ooze on a token at this time. First, the tokens aren't in the graveyard. Second, rule 110.5e. NAP could also cast Fresh Meat at this time, but it would do nothing.
    5. The top object on the stack (the spell cast in step 2) resolves. NAP's two tokens are destroyed and go to the graveyard.
    6. AP would get priority, but there are state-based actions to process. The two tokens not on the battlefield (i.e., in NAP's graveyard) cease to exist.
    7. AP gets priority and passes.
    8. NAP gets priority and casts Fresh Meat. NAP pays the cost using 3G obtained in an unspecified way. NAP couldn't use Scavenging Ooze on a token at this time, for the same reasons as in step 4.
    9. NAP gets priority and passes.
    10. AP gets priority and passes.
    11. The top object on the stack (the spell cast in step 8) resolves. Two creatures went to NAP's graveyard this turn (in step 5), so NAP gets two 3/3 green Beast creature tokens.
    12. AP gets priority and ....

    110.5e A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
    Posted in: Magic Rulings Archives
  • posted a message on MTG deck type 1 - 1.5 - 2
    A statement like "Island is type 2 legal" means that it is okay for a type 2 Standard constructed deck to include an Island card.
    Posted in: Magic Rulings Archives
  • posted a message on A token, an instant, and the graveyard
    Quote from RadLaddie
    A specific example: my opponent casts Day of Judgement. I then cast Fresh Meat. Do I get a 3/3 beast token for each token of mine that was destroyed?
    Only if you had owned those tokens, i.e., if they originally entered the battlefield under your control. Otherwise, they would be put into someone else's graveyard and not be counted by the Fresh Meat you cast later than turn.
    701.6. Destroy
    701.6a To destroy a permanent, move it from the battlefield to its owner’s graveyard.

    110.5a A token is both owned and controlled by the player under whose control it entered the battlefield.


    Note that Fresh Meat doesn't care whether anything "stays" in your graveyard. A card that gets extracted from the graveyard by Cremate or a token that gets deleted by a state-based action a moment after being put into the graveyard still went to the graveyard.
    Posted in: Magic Rulings Archives
  • posted a message on Can Bloodrush be sneaked in against Control players?
    You getting priority at step 13 in my sequence is covered by this rule:
    116.3d 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, he or she announces what mana is there. Then the next player in turn order receives priority.


    You getting priority at step 15 in my sequence is covered by this rule:
    116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.


    Keep in mind that (as noted by others in this thread and as she was probably thinking) if she had passed priority at step 11 in my sequence, the following rule would apply:
    116.4. 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 Archives
  • posted a message on MTG deck type 1 - 1.5 - 2
    Quote from cruzer250
    Hello all on mtgsalvation.


    I have had this question for a while, and had a difficult time finding anything online. What is Type 1, type 1.5, and type 2?


    An obsolete term for Vintage constructed, an obsolete term for Legacy constructed, and an obsolete term for Standard constructed, respectively.

    There is a wiki page with a little more information about tournament formats.
    Posted in: Magic Rulings Archives
  • posted a message on Can Bloodrush be sneaked in against Control players?
    Quote from Alistairbodn
    My girlfriend seems to think priority is not passed back-and-forth between players in regards to actions and reactions. I figured an aggro player could always sneak a bloodrush in against control.

    You mean something like this?
    1. Your combat phase begins. Beginning of combat step begins.
    2. You get priority and pass.
    3. She gets priority and passes.
    4. Beginning of combat step ends.
    5. Declare attackers step begins. You declare Mistcutter Hydra, Fleecemane Lion, and a token as attackers. You tap them all.
    6. You get priority and pass.
    7. She gets priority and passes.
    8. Declare attackers step ends.
    9. Declare blockers step begins. She declares no blockers.
    10. You get priority and pass.
    11. She gets priority and cast something to remove one of your attackers.
    12. She gets priority and passes.
    13. You get priority and pass.
    14. The top object on the stack (the spell cast in step 11) resolves and removes one of your attackers.
    15. You get priority and activate a bloodrush ability or something to boost one of your remaining attackers. (You also could have done this in step 13.)
    16. You get priority and pass.
    17. She gets priority and passes.
    18. The top object on the stack (the ability activated in step 15) resolves.
    19. You get priority and pass.
    20. She gets priority and passes.
    21. Declare blockers step ends.
    22. Combat damage step begins. This is when combat damage is assigned based on the current roster of attacking and blocking creatures and their current characteristics.
    23. Combat damage is dealt.
    24. etc.
    Posted in: Magic Rulings Archives
  • posted a message on Question about FNM standings
    Quote from Alistairbodn
    I'm curious if anyone feels he had a legitimate claim to me not being able to get my token.

    He did not. And the Infraction Procedure Guide has an explicit statement: "Players may not cause triggered abilities controlled by an opponent to be missed by taking game actions or otherwise prematurely advancing the game."
    Quote from Alistairbodn
    He untapped the mana he had tapped to cast the card and put it back in his hand.
    Yes.
    717. Handling Illegal Actions
    717.1. If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a
    library, moved cards from a library to any zone other than the stack, or caused a library to be shuffled.
    717.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.

    Posted in: Magic Rulings Archives
  • posted a message on Question about FNM standings
    Quote from Alistairbodn
    what I consider cheating (one instance I can think of is when I had an Experiment One with two +1/+1 counters (making it a 3/3) blocking a Fleecemane Lion and then removing the counters after damage was assigned to regen it, and the other player told the judge I was removing the counters before damage was even assigned


    Are you talking about one of the following sequences?

    1. Opponent's declare blockers step begins. You declare Experiment One as a blocker for Fleecemane Lion.
    2. Opponent gets priority and passes.
    3. You get priority and activate the "Remove two +1/+1 counters from Experiment One: Regenerate Experiment One." ability of Experiment One. You pay the cost by removing the two counters (leaving it as 1/1).
    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. "The next time Experiment One would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat." That next time isn't until step 12.
    7. Opponent gets priority and passes.
    8. You get priority and pass.
    9. Declare blockers step ends.
    10. Combat damage step begins. Fleecemane Line assigns 3 damage to Experiment One. Experiment One assigns 1 damage to Fleecemane Lion.
    11. Combat damage is dealt. Fleecemane Lion deals 3 damage to Experiment One. Experiment One deals 1 damage to Fleecemane Lion.
    12. Opponent would get priority, but there is a state-based action to perform. Experiment One has lethal damage and is destroyed has all damage removed, taps, and is removed from combat.
    13. Opponent gets priority and ....

    1. Opponent's declare blockers step begins. You declare Experiment One as a blocker for Fleecemane Lion.
    2. Opponent gets priority and passes.
    3. You get priority and pass.
    4. Declare blockers step ends.
    5. Combat damage step begins. Fleecemane Line assigns 3 damage to Experiment One. Experiment One assigns 3 damage to Fleecemane Lion.
    6. Combat damage is dealt. Fleecemane Lion deals 3 damage to Experiment One. Experiment One deals 3 damage to Fleecemane Lion.
    7. Opponent would get priority, but there are state-based actions to perform, simultaneously. Fleeceman Lion has lethal damage and is destroyed. Experiment One has lethal damage and is destroyed.
    8. Opponent gets priority and passes priority.
    9. You get priority and would really like to activate the ability of the Experiment One that used to be on the battlefield. But you can't.

    There was a change to the timing of combat damage in 2009.
    Posted in: Magic Rulings Archives
  • posted a message on When is spacing your lands cheating? Question about shuffling
    Quote from parinoid
    There's a reason judges are taught to assume a player knows the exact configuration of their deck before the player starts shuffling when they assess a series of shuffles for sufficient randomization.


    Sideboarding? If the allowed actions before actually shuffling include individually adding and removing cards anywhere in the deck while looking at their faces, it's hard to argue against any other actions (e.g., weaving) before the proper shuffle. And as indicated elsewhere in this thread, cards that have spent the last ten-twenty minutes stacked together might need a little more active separation before a shuffle is effective at randomization.
    Posted in: Magic Rulings Archives
  • posted a message on Athreos, God of Passage
    Actually, I think the most relevant rule is this:
    603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
    Posted in: Magic Rulings Archives
  • posted a message on Killing Wave
    Quote from ShadowNinja91
    Was just playing a casual game of magic and he pulled out a combo of Killing Wave, Autumn's Veil

    [cards]Killing Wave
    Autumn's Veil[/cards] ->

    Quote from ShadowNinja91
    Would that protect his creatures from being affected?

    No, it would not.
    Quote from ShadowNinja91
    I don't think it would because it seems like it targets the players and not the creatures

    I see no target at all on Killing Wave. Autumn's Veil will not interfere.
    114.9a Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.
    Posted in: Magic Rulings Archives
  • posted a message on Circu, Dimir Lobotomist
    Quote from EG Duchess
    If he exiles, lets say 5 cards, and then dies. Can the op play cards with those 5 names again?


    Sure, why not? The empty spot on the table that used to be covered by Circu certainly won't interfere.
    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 112.6.
    Posted in: Magic Rulings Archives
  • posted a message on Quick question about card sleeves and tournaments..
    The player needs to replace the card(s) or sleeve(s) with an unmarked version or, if no sleeves are being used, use sleeves that conceal the markings. If the cards themselves have become marked through play in the tournament, the Head Judge may decide to issue a proxy.
    Posted in: Magic Rulings Archives
  • posted a message on Quick question about card sleeves and tournaments..
    Quote from Guerte
    If the card sleeves I use have bent corners from shuffling, would those be considered marked?

    Is it possible to distinguish between some of the cards without seeing the faces?
    Quote from Guerte
    Would I need to replace them before a tournament to prevent any kind of infraction?

    3.8. Tournament Error — Marked Cards
    Definition
    A player’s cards are marked or oriented in a way that could potentially give an advantage to that player.
    Examples
    A. A player has small marks on a few of his sleeves. The markings are on a Mountain, a Loxodon Hierarch, and a Lightning Helix.
    B. A player without sleeves has several foil cards that stand out significantly from the rest of her deck.
    Philosophy
    Sleeves and cards often become worn over the course of a tournament, and, as long as the player is not attempting to take advantage of this, addressing the situation is sufficient in most cases. Note that almost all sleeves can be considered marked in some way; judges should keep this in mind when determining penalties. In cases of marked cards, educating players to shuffle their cards and sleeves before sleeving the cards is very important.
    Additional Remedy
    The player needs to replace the card(s) or sleeve(s) with an unmarked version or, if no sleeves are being used, use sleeves that conceal the markings. If the cards themselves have become marked through play in the tournament, the Head Judge may decide to issue a proxy. If the player is unable to find replacement cards, he or she may replace those cards with basic lands for the remainder of the tournament. If he or she chooses to do so, the decklist should be changed and cannot be reverted, even if replacements are found.
    Posted in: Magic Rulings Archives
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