Regenerating Dose - W
Sorcery
Gain <Some Amount of> life. Draw a card.
So my question is this: no one plays Reviving Dose, so how much life should be gained to make this card tier one good without making it Tarmogoyf good. What if it cost more? What is it was an instant? What if the card draw happened on the next upkeep instead of immediately?
This is actually an interesting question. Any spell which can cantrip cheaply is always of interest in a format with Snapcaster mage. The problem is in order to gain a maindeck slot it has to gain enough life to pretty much destroy aggro in the format forever. As a sideboard card against aggro and burn I would say 3 life would be about right. Even that can be pretty brutal. Imagine a UWR player going bolt>this+bolt>snapcaster one of them.
When you flashback a spell you will exile it afterward no matter what the result is. For example Remand would normally return a countered spell to a players hand, but if the spell was flashed back it would be exiled.
They are chosen on casting long before it resolves. When you cast the spell you must select the mode of a spell if it is like izzet charm and a legal target if it requires one.
Well in this case it's always the same because Blightsteel has a replacement effect instead of a triggered ability. When Blightsteel is sacrificed it will be shuffled into the library instead of ever touching the GY and the It That Betrays trigger cannot follow him there so it will simply do nothing.
In the case of something like Emrakul, the Aeons Torn (which has a triggered ability) the way it works depends on whose turn it is. Basically whoever is the active player (the one who is attacking) puts all their triggers on the stack first with the opponent putting all their triggers on the stack above them. Then the non-active player's triggers will resolve first. So if it is emrakul players turn then the opponent would get a shiny new Emrakul on their side of the field. If it were the It that betrays player's turn the Emrakul would be shuffled away where the trigger cannot find him.
A related question: Is the opponent allowed to immediately look at your sideboard even though you may not want them to look at it (perhaps because you want to concede or something, for example)? They certainly have a right to look at your sideboard, since it's one of things that they're allowed to look at since they control you, but I am not sure if they're allowed to look at your sideboard immediately in the same way as you are allowed to look at your own sideboard without hesitation.
The only way to prevent them from seeing your sideboard would be to concede immediately. The ability to concede is given to the player and is not something given up when another player controls your turn.
712.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if he or she is controlled by another player.
Pithing Needle just doesn't do enough against Twin to be worth bringing in. You have to play it before they play their combo, you have to name the correct card which is a 50/50 shot, it doesn't actually stop the cards from being cast so they can still beat you down it it, and they can just Cryptic Command it back to your hand EoT if they want to.
It depends. If the player put the general into the command zone then it will not come back because it did not die according to game rules. If the player let the general go to the GY then yes it will come back attached to scythe.
You may want to look into a few videos online of how to play American Control. Affinity's worst match up is American Control and UR Twin is also a good match for UWR control. The twin matchup you are talking about is most likely the Shuan McLaren UWR Control list and not a twin one.
You reveal during the final step where all costs are paid. You can only cast spells when you have priority. You can cast it once silvergill is cast and on the stack.
The judge would tell your opponent to pick a number of life to gain and that would become his life total. The judge would then probably explain how shortcuts work in magic and that any time a player can demonstrate an infinitely repeatable action where the outcome is guaranteed they can propose jumping to that point. If the opponent disagrees they must have a way to stop the infinite loop and so stop the loop mid way and commit their action. For example in this case if you had a Doom Blade then when you opponent proposes the shortcut you would say, "After the first activation of the seer while the Kitchen Finks is in the graveyard with its persist trigger on the stack I use Doom Blade on your Melira." Then the game just goes on like normal.
This is actually an interesting question. Any spell which can cantrip cheaply is always of interest in a format with Snapcaster mage. The problem is in order to gain a maindeck slot it has to gain enough life to pretty much destroy aggro in the format forever. As a sideboard card against aggro and burn I would say 3 life would be about right. Even that can be pretty brutal. Imagine a UWR player going bolt>this+bolt>snapcaster one of them.
In the case of something like Emrakul, the Aeons Torn (which has a triggered ability) the way it works depends on whose turn it is. Basically whoever is the active player (the one who is attacking) puts all their triggers on the stack first with the opponent putting all their triggers on the stack above them. Then the non-active player's triggers will resolve first. So if it is emrakul players turn then the opponent would get a shiny new Emrakul on their side of the field. If it were the It that betrays player's turn the Emrakul would be shuffled away where the trigger cannot find him.
The only way to prevent them from seeing your sideboard would be to concede immediately. The ability to concede is given to the player and is not something given up when another player controls your turn.
712.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if he or she is controlled by another player.