If you copy a morphed creature with anything you will get a 2/2 creature just the same as if you had just cast a morph card from hand. It's similar to how copying a flip card from innistrad will only ever allow you to copy the side it was originally on. It can never flip.
The reason for the equipment is because Equip is an ability and abilities only check a target's legality at two times. When the ability is first activated and put on the stack and once when the ability goes to resolve. After that it never checks again.
However an aura works somewhat differently. I'll use Bloodfire Infusion as an example. Aura's have the same targetting restriction as the equip ability in that they check at the time of casting and at the time of resolution. However they also have an additional check where the enchanted creature must meet the specifications. So in the case of Bloodfire Infusion it will always check that the controller of the aura and the controller of the creature are the same. If they are ever different then it will fall off. Similarly if you had a Creeping Tar Pit and enchanted it with Ethereal ARmor at the end of the turn when the tar pit turns back into a land it will no longer be a creature so the aura's condition of enchant creature is no longer true and it will fall off.
Generally speaking exchanging control of an aura will not cause anything to happen. The aura will remain on the creature and any instances of "you" (Ethereal Armor, Armadillo Cloak) will now refer to the new controller. Abilities granted directly to the creature will remain on that creature though.
2. The equipment would not become unattached. In this scenario your opponent can activate the equip ability to move the equipment to one of his own creatures, but the equipment will not just fall off nor can they choose to simply have it fall off.
You cannot. Mana leaves your pool after every step and phase. If you float a mana in declare blockers you will lose it when you move to the combat damage step which is where the bird actually dies and enables Morbid.
He's good against twin because he can steal their aura. He's good for twin because he can redirect Abrupt decay away from pestermite/exarch. He can wall early damage against affinity and redirect ravager counters. He forces Scapeshift to have to go off with 8 lands in many cases. He stops infect and bogles in their tracks. Against burn and aggro he can help reduce the damage you take and wall. He's just a very good creature.
I've noticed that Bolt and Path, especially Path, suppress quite a few fun decks I test that wouldn't be broken, but could at least diversify the format. So, how about a fixed Mental Misstep:
Mental Error
Instant
Counter target spell with converted mana cost 1.
The card is fine, but it's not really good enough to actually be run. If your goal is to stop bolt/path/thoughtseize then Spell Pierce tends to just be a better card. Yes if they have 3 mana up it's not as good, but it's a lot rarer than just having essentially a dead card late game.
It triggers as many times as you've paid the multikicker cost
702.31d If a spell‘s controller declares the intention to pay any of that spell‘s kicker costs, that spell has been kicked. If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
I assume you are talking about Celestial Mantle and any of the auras that give lifelink. I'll just use Gift of Orzhova as an example, but all lifelink works the same.
When combat damage is dealt the player immediately gains life equal to the damage dealt. This happens at the same time as damage and is not something anyone can respond to or choose an order of. Then as a result of dealing combat damage Celestial Mantle will trigger and go onto the stack to eventually resolve. The net result being the player will always gain life first and then double their life total.
Yes you can do this. Proliferation doesn't target and which counters are put on are chosen during resolution so when the triggers go to resolve the PW is already on the battlefield.
Aren't you casting the spells as part of Jace's ultimate resolution? Triggered abilities can't interrupt something before it is finished resolving, so wouldn't the stack be all of the proliferation triggers on top, followed by the spells in whatever order they were chosen to be cast in?
This is right I was thinking of another scenario. All the proliferation triggers will resolve before any spell you cast from Jace.
Yes you can do this. Proliferation doesn't target and which counters are put on are chosen during resolution so when the triggers go to resolve the PW is already on the battlefield.
Sun Titan isn't bad. Always getting CA when it resolves is a plus in his favor. In the Czech list posted he makes sense from the sheer number of 3 CMC permanents. Most people aren't running Kitchen Fink, Wall of Omens, Spreading Seas, and V-Cliques plus more though.
For me I want my finishers to be either incidental (Snapcaster Mage/Restoration Angel/Celestial Colonnade) or immune to most removal (Gideon/Elspeth/Aetherling). In a vacuum I'd probably pick Gideon, but if I was in a specific meta I could see running a different finisher in his spot. I'm just not a huge fan of Baneslayer Angel since it tends to just die.
However an aura works somewhat differently. I'll use Bloodfire Infusion as an example. Aura's have the same targetting restriction as the equip ability in that they check at the time of casting and at the time of resolution. However they also have an additional check where the enchanted creature must meet the specifications. So in the case of Bloodfire Infusion it will always check that the controller of the aura and the controller of the creature are the same. If they are ever different then it will fall off. Similarly if you had a Creeping Tar Pit and enchanted it with Ethereal ARmor at the end of the turn when the tar pit turns back into a land it will no longer be a creature so the aura's condition of enchant creature is no longer true and it will fall off.
2. The equipment would not become unattached. In this scenario your opponent can activate the equip ability to move the equipment to one of his own creatures, but the equipment will not just fall off nor can they choose to simply have it fall off.
Except Angel of Glory's Rise was part of an actual t1 deck for awhile in Inn-RTR while Skirmisher has never seen any decent list.
The card is fine, but it's not really good enough to actually be run. If your goal is to stop bolt/path/thoughtseize then Spell Pierce tends to just be a better card. Yes if they have 3 mana up it's not as good, but it's a lot rarer than just having essentially a dead card late game.
702.31d If a spell‘s controller declares the intention to pay any of that spell‘s kicker costs, that spell has been kicked. If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
When combat damage is dealt the player immediately gains life equal to the damage dealt. This happens at the same time as damage and is not something anyone can respond to or choose an order of. Then as a result of dealing combat damage Celestial Mantle will trigger and go onto the stack to eventually resolve. The net result being the player will always gain life first and then double their life total.
This is right. A Valakut kill will always require at least 6 lands because Valakut is worded as "5 other mountains" not just 5 mountains.
This is right I was thinking of another scenario. All the proliferation triggers will resolve before any spell you cast from Jace.
Yes you can do this. Proliferation doesn't target and which counters are put on are chosen during resolution so when the triggers go to resolve the PW is already on the battlefield.For me I want my finishers to be either incidental (Snapcaster Mage/Restoration Angel/Celestial Colonnade) or immune to most removal (Gideon/Elspeth/Aetherling). In a vacuum I'd probably pick Gideon, but if I was in a specific meta I could see running a different finisher in his spot. I'm just not a huge fan of Baneslayer Angel since it tends to just die.