It is an option you have to add onto one spell as you play it.
It has its own new section in "Playing spells and abilities", describing what you do as you declare a spell.
So, because you have to Splice as you declare your spell, you need to declare all Splicings before you pass priority (or even regain priority yourself, since it's all part of playing one spell)
My statement directed to the way *you* specifically misinterpreted Splice is this: Splice is an optional additional cost of spells you play; it is not an activated ability that you use to attach spells to each other.
What would be the effect if i had a Lich and a neferius lich in play?
say i take dmg?
say i gain life?
what would happen in general
They both replace the event of gaining life with drawing cards, so one would always apply, and then the other would have no life gaining to replace. That's simple.
If you would take damage, instead you gotta remove cards from your graveyard as per Nefarious Lich. Since the damage is never actually dealt, Lich never triggers from that event, so you don't have to sac any permanents.
When either one leaves play, you lose the game.
You won't lose the game for having 0 or less Life.
Also note that you losing life doesn't have any adverse effect for either card. All you gotta do is keep feeding Nefarious Lich and keep them both in play.
Beware, however, a Disenchant effect when you have all that mana and can't play a sorcery. While stockpiling for a big Blaze is fine, your opponent can catch you during upkeep or the end of turn step, when Blaze isn't possible, and you'll either need a mana sink of some sort or be staring at a large sack of frowns.
In case you* didn't know, "mana sink" is a term used for an ability that allows you to spend mana at any time without hurting yourself. For example:
EDIT: *I was referring to the question-er, not you, Dr. Tom.
The ability on Firebreathing is a Red mana sink, because you can just activate it over and over.
Some mana sinks are more complex than others. Minamo, School at Water's Edge is a Blue mana sink because you can activate it's second ability targeting itself and repeat.
To add to that, if you play Relentless Assault in a phase other than a main phase, it doesn't create any additional phases, but it does still untap any creatures that attacked that turn.
While the Relentless Assault will untap creatures, the only time it creates the additional combat and main phase is if it resolves during a main phase. If it doesn't resolve during a main phase, then it won't create either of these phases. So, you get the following scenarios:
1.) Play/resolve Relentless Assault during your main phase: You untap your creatures that attacked this turn and get an additional combat phase and main phase.
2.) Play/resolve Relentless Assault during any other of your phases: You untap any of your creatures that attacked this turn.
3.) Play/resolve Relentless Assault during your opponent's main phase: Your opponent untaps any creatures that attacked this turn and that players gets an additional combat phase and main phase.
4.) Play/resolve Relentless Assault during any of your opponent's other phases: Your opponent gets to untap any creatures that attacked this turn.
Though this is what it does now, it doesn't allow for possible future releases.
If, somehow, through some amazing creation of Mark Gottlieb, puzzlemaster and evil genius extraordinaire, one can attack not during one's own turn, then Relentless Assault would untap all such creatures that attacked that turn as well.
But I doubt highly that would happen.
But you never know.
The reason this is true is because of the way the clean-up step (when "until end of turn" affects wear off) is set up. Players do not receive priorty during the clean-up step unless something triggers during it. If something does trigger so players do receive priority during the clean-up step, there will be another clean-up step after that first one. Because of this, there will always be one clean-up step where nobody receives priority that will clear out any remaining "until end of turn" things and the like.
Anyway, the question seems to be answered, so:
*Krashbot101 waits until end of turn for Craven to show up with his trusty keys.*
If I may:
Horseshoe Hermit plays,
tap and sac an untapped you control: Summon Craven at end of turn.
Now, he attacked me, with all but sharp shooter, and said his Sharpshooter could untap on each death. I argued he couldnt, but he also held a good argument, so i jsut let him have it. (But hey, i still won 2/1 so it was all good.)
But i ask, is he or me right? I thought that all damage was assigned at once and they all would hit the GY at the same time. In which case, he shouldnt be allowed to untap and re tap should he?
If you gave him Goblin Sharpshooter untaps when you were on less life than deaths, how did you *not* lose?
Oh yes, and he was right:
The triggered ability watches every death. Triggered abilities can handle simultaneous events. What happens is they all enter this "waiting room" (not an actual zone of play but more like you remembering they triggered).
When a player would receive priority next, the controller of the triggered abilities puts them on the stack in any order. It's simple in this case because they're all controlled by one player - your opponent.
So now you've got 6 instances of "untap Sharpshooter" on the stack. They're going to resolve one-by-one and only with pass-in-succession rules like any other ability.
In between each one, your opponent can tap his sharpshooter to pay for his other ability, because the resolution of one of those triggered abilities untaps it again.
I have a question about the card Tainted Pact. I can't see to get what it does...
Here's the "idea" behind it.
You look through the top cards of your deck (so it's liek a tutor but it's limited to the order of your deck off the top, like drawing).
Looking only at each card on its own as it is revealed individually, you decide whether you want it or not.
The effect only lets you take one card.
You can continue turning down cards indefinitely, except that if you turn down a given card name once, you've declared you don't want it and can't put it into your hand.
And, because it has to end sometime, it tells you that at the time you reveal a second card with one name, you have to stop.
So basically, if you get too choosy, the card will give you nothing. But it is a powerful tutor.
If you make a Singleton deck that runs no Basic Lands, it's broken tutelage. 2 mana instant basically for the card of your choice.
Unfortunately for the common man trying to reason his way through the rules, the meaning of "end of turn" is different in those phrases.
For the triggered ability, it refers to when the "end of turn step", being the first step of the "end of turn phase", begins.
Because the end of turn step only happens once per turn, setting up a triggered ability of "at end of turn" (like the one on Kiki-Jiki) during the end of turn step of one turn will have to wait for the next end of turn step.
"Until end of turn" is a *little* bit more ugly.
"Until end of turn" ends during the Cleanup step, which is also the step where players discard to maximum hand size and damage wears off of creatures.
The Cleanup step is the only step that can repeat itself in one turn.
Because of the way the step works, it is *absolutely impossible* for "until end of turn" to last beyond the turn it begins.
I'm not entirely clear on the details though, but I am absolutely certain that "Until end of turn" always ends before another turn begins.
Pride
1WR
Sorcery
Target creature must block this turn if able. Other creatures that creature's controller controls cannot block this turn.
//
Prejudice
1WB
Sorcery
Name a color. Target player reveals his or her hand and discards two cards of that color.
<snip>
Research//Development (was someone else's, and is GREAT)
or
Gyre//Gimble - some crazy instant effects
for Izzet//Simic
<snipped... and put back for funnies>
Nature//Nurture
Strength//Honor
Serve//Protect
Twist//Shout
Twist//Turn
Rock//Roll
Slice//Dice
Hustle and Flow, Honor and Obey, Seek and Destroy... I have to say those (and some others) are all pretty great. Sadly the last batch took Law and Order out of the possibilities.
I have the strongest intuition that Pride and Prejudice might be actual names.
And Research and Development would just be HILARIOUS.
Le Gambit's being pretty much entirely wrong for the reasons he stated.
Green does not want to remove things in graveyards from the game, unless it is protecting them. Green does not interact in unnatural ways with its surroundings.
Blue does not have graveyard abilities beyond the ability to shuffle cards in there back into their owner's libraries, representing intense recall OR forcing your opponent to think about everything he once knew. The mechanical advantages are that you never run out of cards, and you can keep reusing any spell you want beyond the 4-copy limit. Targeting your opponent, it allows you to copy spells late game that you had to paranoidly hard counter early game. It also disrupts graveyard reanimation in the same way bounce spells disrupt complex creature abilities - it's like reversing time, screwing up your opponent's plans.
Blue is always one step ahead, is the idea behind *every one* of its mechanics; even when you, the player, may be one or more steps behind.
Qasur's idea would be a horribly weak set of cards, and I highly doubt Wizards would let such a cool new concept get nerfed.
Think about it, we have no idea what U/G is *really* all about! U/G decks in the past have been about abusing synergies that were borken before those two mana symbols got involved, and using mechanics that never should have belonged in the first place.
Case in point - Discard costs, Wild Mongrel, and Flashback like Deep Analysis. Why does this work? What is going on in the game world? It's impossible to describe.
U/G Madness never hsould have happened, so I'm hoping Wizards of the Coast will recarve the slate, and set us with an idea anew with this Simic Combine.
All of the Green guilds are going to *have* to be about creatures.
All of the Blue guilds have to be about subtlety or spell-like effects.
So the logical intersection woul be creatures that are spell-like effects.
Now, the idea of building one huge monster is intriguing, and it is probably something Mark RosewaterWotC latch on to.
However, even they could not ignore the inherent weakness to Bounce and destruction.
So perhaps they will add some kind of phrase which protects grafted creatures from as many target effects as there are grafted creatures on it. Like,
"If a spell or ability would have an effect on this creature, if that effect could be applied to a grafted card, you may have that affect apply to that card instead."
That way, you could "soak up" bounce spells and destruction spells.
It is an option you have to add onto one spell as you play it.
It has its own new section in "Playing spells and abilities", describing what you do as you declare a spell.
So, because you have to Splice as you declare your spell, you need to declare all Splicings before you pass priority (or even regain priority yourself, since it's all part of playing one spell)
My statement directed to the way *you* specifically misinterpreted Splice is this: Splice is an optional additional cost of spells you play; it is not an activated ability that you use to attach spells to each other.
Help?
They both replace the event of gaining life with drawing cards, so one would always apply, and then the other would have no life gaining to replace. That's simple.
If you would take damage, instead you gotta remove cards from your graveyard as per Nefarious Lich. Since the damage is never actually dealt, Lich never triggers from that event, so you don't have to sac any permanents.
When either one leaves play, you lose the game.
You won't lose the game for having 0 or less Life.
Also note that you losing life doesn't have any adverse effect for either card. All you gotta do is keep feeding Nefarious Lich and keep them both in play.
In case you* didn't know, "mana sink" is a term used for an ability that allows you to spend mana at any time without hurting yourself. For example:
EDIT: *I was referring to the question-er, not you, Dr. Tom.
The ability on Firebreathing is a Red mana sink, because you can just activate it over and over.
Some mana sinks are more complex than others.
Minamo, School at Water's Edge is a Blue mana sink because you can activate it's second ability targeting itself and repeat.
Though this is what it does now, it doesn't allow for possible future releases.
If, somehow, through some amazing creation of Mark Gottlieb, puzzlemaster and evil genius extraordinaire, one can attack not during one's own turn, then Relentless Assault would untap all such creatures that attacked that turn as well.
But I doubt highly that would happen.
But you never know.
If I may:
Horseshoe Hermit plays,
tap and sac an untapped you control: Summon Craven at end of turn.
If you gave him Goblin Sharpshooter untaps when you were on less life than deaths, how did you *not* lose?
Oh yes, and he was right:
The triggered ability watches every death. Triggered abilities can handle simultaneous events. What happens is they all enter this "waiting room" (not an actual zone of play but more like you remembering they triggered).
When a player would receive priority next, the controller of the triggered abilities puts them on the stack in any order. It's simple in this case because they're all controlled by one player - your opponent.
So now you've got 6 instances of "untap Sharpshooter" on the stack. They're going to resolve one-by-one and only with pass-in-succession rules like any other ability.
In between each one, your opponent can tap his sharpshooter to pay for his other ability, because the resolution of one of those triggered abilities untaps it again.
What did he target?
Vigor Mortis requires him to choose a target as he begins playing it.
Timing Rules state he can't do anything during this process (including playing One With Nothing, however "Instant" your play group may think it is)
Therefore, he'd have to have a creature card in his grave before he begins to play it.
So, he'd have to play *and resolve* One With Nothing first to get that card into his grave.
But wait! If One With Nothing resolves, Vigor Mortis, being in his hand at the time, will be discarded.
You can't play it during the resolution because the timing rules don't let you.
Here's the "idea" behind it.
You look through the top cards of your deck (so it's liek a tutor but it's limited to the order of your deck off the top, like drawing).
Looking only at each card on its own as it is revealed individually, you decide whether you want it or not.
The effect only lets you take one card.
You can continue turning down cards indefinitely, except that if you turn down a given card name once, you've declared you don't want it and can't put it into your hand.
And, because it has to end sometime, it tells you that at the time you reveal a second card with one name, you have to stop.
So basically, if you get too choosy, the card will give you nothing. But it is a powerful tutor.
If you make a Singleton deck that runs no Basic Lands, it's broken tutelage. 2 mana instant basically for the card of your choice.
"At end of turn" is a triggered ability.
Unfortunately for the common man trying to reason his way through the rules, the meaning of "end of turn" is different in those phrases.
For the triggered ability, it refers to when the "end of turn step", being the first step of the "end of turn phase", begins.
Because the end of turn step only happens once per turn, setting up a triggered ability of "at end of turn" (like the one on Kiki-Jiki) during the end of turn step of one turn will have to wait for the next end of turn step.
"Until end of turn" is a *little* bit more ugly.
"Until end of turn" ends during the Cleanup step, which is also the step where players discard to maximum hand size and damage wears off of creatures.
The Cleanup step is the only step that can repeat itself in one turn.
Because of the way the step works, it is *absolutely impossible* for "until end of turn" to last beyond the turn it begins.
I'm not entirely clear on the details though, but I am absolutely certain that "Until end of turn" always ends before another turn begins.
I have the strongest intuition that Pride and Prejudice might be actual names.
And Research and Development would just be HILARIOUS.
Le Gambit's being pretty much entirely wrong for the reasons he stated.
Green does not want to remove things in graveyards from the game, unless it is protecting them. Green does not interact in unnatural ways with its surroundings.
Blue does not have graveyard abilities beyond the ability to shuffle cards in there back into their owner's libraries, representing intense recall OR forcing your opponent to think about everything he once knew. The mechanical advantages are that you never run out of cards, and you can keep reusing any spell you want beyond the 4-copy limit. Targeting your opponent, it allows you to copy spells late game that you had to paranoidly hard counter early game. It also disrupts graveyard reanimation in the same way bounce spells disrupt complex creature abilities - it's like reversing time, screwing up your opponent's plans.
Blue is always one step ahead, is the idea behind *every one* of its mechanics; even when you, the player, may be one or more steps behind.
Qasur's idea would be a horribly weak set of cards, and I highly doubt Wizards would let such a cool new concept get nerfed.
Think about it, we have no idea what U/G is *really* all about! U/G decks in the past have been about abusing synergies that were borken before those two mana symbols got involved, and using mechanics that never should have belonged in the first place.
Case in point - Discard costs, Wild Mongrel, and Flashback like Deep Analysis. Why does this work? What is going on in the game world? It's impossible to describe.
U/G Madness never hsould have happened, so I'm hoping Wizards of the Coast will recarve the slate, and set us with an idea anew with this Simic Combine.
In what way does this card justify being printed???
It's just two INCREDIBLY FRICKING AWESOME CARDS bound at the sides!!!!!!!!
Is there..... is there... no respect? Nothing???
It makes me so ...
I don't even know why I get my hopes up.
Well, what do you guys think the extent and pattern of the cycle is?
Also, notice how the guild insignia are absent?
Also, one can see that he is gesturing in some specific way with his index fingers and thumbs: linking them in some symmetrical pattern.
Clearly, he is invoking some magic to bring this flame.
Also, does one not see the semblance of "jaws" in the flame?
I am sure it is instant/sorc, and I strongly suspect it to be a sorcery - a powerful staple of R/B any-arche, at that.
All of the Blue guilds have to be about subtlety or spell-like effects.
So the logical intersection woul be creatures that are spell-like effects.
Now, the idea of building one huge monster is intriguing, and it is probably something
Mark RosewaterWotC latch on to.However, even they could not ignore the inherent weakness to Bounce and destruction.
So perhaps they will add some kind of phrase which protects grafted creatures from as many target effects as there are grafted creatures on it. Like,
"If a spell or ability would have an effect on this creature, if that effect could be applied to a grafted card, you may have that affect apply to that card instead."
That way, you could "soak up" bounce spells and destruction spells.