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  • posted a message on London Commander
    The official rules of Magic cover Commander (section 903 of the comprehensive rules), and it's been the case for a few years that Commander does not a have a special separate mulligan rule. You just mulligan as you would in any other multiplayer format, which means one free mulligan (you shuffle all cards in and draw a new hand of 7), followed by the same type of official mulligan as you would do in any other Magic format. It's been the "Vancouver mulligan" for a while (you shuffle your cards in and draw 1 less card per additional mulligan, and once you choose a hand of less than 7 cardsto keep, you scry 1), and now, as of the release of Core 2020 (July 12), it's becoming the "London mulligan" (you shuffle your cards in and draw 7 cards, you may repeat, then once you keep, you put one card on the bottom of your library for each additional mulligan beyond the first "free" one, with no scry).

    The "set aside" practice is indeed going against the official rules, because you're technically supposed to be able to redraw the same cards you're mulliganing away, despite Adam Styborski recommanding the practice in his article for timesaving purposes (in actuality, playgroups can house rule this how they want).
    Posted in: Magic Rulings
  • posted a message on Lands that cost mana - a hypothetical
    Moved to Custom Card Rulings.
    Posted in: Custom Card Rulings
  • posted a message on Xenagod layering verification
    Xenagos' ability checks the creature's actual power, as modified by any and all effects, as it resolves, and that's what it uses to determine the +X/+X. So in the first case, the Ogre is 3/2 when the ability resolves, so it gets +3/+3 and ends up 6/5. And in the second case, the Ogre is 2/2 when the ability resolves, so it gets +2/+2 and ends up 4/4.
    Posted in: Magic Rulings
  • posted a message on Nether Void and Hexproof
    Quote from SavannahLion »
    Quote from willdice »
    Nether Void has nothing to do with killing creatures on the battlefield.

    If you are talking about The Abyss, your opponent is still the controller of the ability even though you are choosing its target. A creature you control with Hexproof is not a valid target for it. It can't be killed by The Abyss.

    The controller of The Abyss controls the ability, but the current player chooses what gets destroyed.
    (2004-10-04)


    Interesting, I never thought of it like that. Does that mean the behavior of The Abyss is the same as Drop of Honey and cousin? Meaning that if the player has both a hexproof creature and a creature without hexproof (or shroud or indestructible) then the player must choose the valid target?
    Absolutely. That they're the one choosing the target doesn't make them able to pick an illegal target, they must choose a legal one if any, and if there is none, the ability is removed from the stack.
    Posted in: Magic Rulings
  • posted a message on Sarkhan the Masterless ruling
    Quote from brigtaven »
    thought they were able to attack.
    As long you already controlled a given planeswalker as your turn began, yes, it will be able to attack that turn once made a creature by Sarkhan. All you need to understand is that the "summoning sickness" rule checks how long you've controlled a permanent that's a creature, not how long it's been a creature.
    Posted in: Magic Rulings
  • posted a message on Braids, Conjurer Adept
    Quote from Rezzahan »
    Also, whenever multiple players have to make decisions at the same time, you go by APNAP order. So in that case, the active player (the player whose turn it is) has to choose first, then you go in turn order. When it is your turn to choose, you have to make the choice then and there, you cannot wait to choose later. So you know the choices of players before you in the turn order, but not the choices made by players later in turn order.
    Indeed. While this isn't usually relevant in the case of Show and Tell, it may become relevant if there is something like Telepathy on the battlefield.
    Posted in: Magic Rulings
  • posted a message on Braids, Conjurer Adept
    I believe you misread Braids' ability. It triggers on the upkeep of each player's turn, and only that player can put a permanent on the battlefield on their turn as the ability resolves.

    Edited-in bonus: Now, with an effect that does put permanents on the battlefield simultaneously, such as Show and Tell, what happens is players select the card in their hand without having to reveal it, just identifying it, and then all cards are revealed and put on the battlefield at the same time.
    Posted in: Magic Rulings
  • posted a message on Deck size and sideboarding
    Your sideboard cannot ever contain more than 15 cards and your main deck cannot ever contain less than 60 cards. Within those constraints, you can switch things how you want for games 2 and 3.
    Posted in: Magic Rulings
  • posted a message on Shapesharer+Clones
    Quote from peteroupc »
    If Clone then becomes a copy of yet another creature using the ability it acquired from Shapesharer, the ability's effect will have that creature's copiable values overwrite Clone's existing copiable values for a time, since the latest copy effect on Clone wins in this case (C.R. 613.6, 613.7, 611.2a, 706.2, 706.3).
    Shapesharer doesn't keep its activated ability when it becomes a copy of something else, so if Clone copies Shapesharer while it is already a copy of another creature, which was the scenario described by Avanoh, Clone doesn't acquire Shapesharer's activated ability.
    Posted in: Magic Rulings
  • posted a message on Can you miss triggers that aren't "may" triggers?
    Quote from TheDesacrator »
    Can a player miss a trigger that isn't a may effect? Happened today in an edh game. Player attacked me, his creature said whenever deals combat damage to a player X happens. He didn't see it so I just continued playing. Do I have to call my opponents triggers if they aren't may triggers?
    People above have told you how missed triggers are handled in tournaments; the official documents that they quoted are meant to be used by judges in sanctionned events. In a casual playgroup, missed triggers are usually more of a gray area; you guys have to decide how you wish to go about it. The tournament documents can be used as a reference if you wish, but they don't have to be.

    That said, I don't think I've seen a group call someone a cheater for not reminding an opponent of their trigger. The philosophy applied in tournaments that one is responsible for one's own triggers is sound and pretty natural for most people.

    Personaly, in casual games, I always remind my opponents of their mandatory triggers when I see them in reasonable time, because as I see it, from a strict game rules standpoint, those triggers should happen; but that's just my own ethics. As for them remembering their trigger late, if it's a mandatory one, I would follow the philosophy of the Judging at Regular (J.A.R.) document and make it happen if it's remembered within a turn cycle and it's not disruptive in relation to what happened afterwards in the game. For forgotten "may" triggers, I would be less lenient; in my mind, all opponents would need to agree to be good sports and let it happen, otherwise it's missed.
    Posted in: Magic Rulings
  • posted a message on Tuvasa the sunlit triggered ability
    You will still get to draw. As soon as you cast your first enchantment, Tuvasa's ability triggers, and from there, the triggered ability is independent from its source. It doesn't resolve before Tuvasa gets removed, but it will resolve even if Tuvasa isn't on the battlefield anymore. If your opponent wants to prevent you from drawing by killing Tuvasa, they need to do it before you're able to cast your first enchantment spell.

    Edited-in bonus: Even if Tuvasa isn't on the battlefield yet and you need to cast him first, you can usually get at least one draw from him in the face of removal if you have an enchantment to cast and enough mana. Once Tuvasa resolves and is on the battlefield, provided it's your turn, you have priority (the right to cast spells and activate abilities) before your opponent, and provided it's your main phase, you can use that opportunity to cast an enchantment spell and trigger Tuvasa before your opponent can do anything.
    Posted in: Magic Rulings
  • posted a message on Tolsimir, Friend to Wolves: Voja legend rule interaction
    The legend rule doesn't use the stack. It's what's called a state-based action, something that's checked for and happens if applicable based on the game state pretty much at every relevant point in time, except while a spell or ability is resolving.

    When Tolsimir's Voja-creating ability resolves, you create two of Voja, which does trigger Tolsimir's second ability twice, but those triggers don't go on the stack until state-based actions are performed. You have to bin one of the Voja's, then the two triggers go on the stack, and it's at this point that you choose their targets. For the Voja that died to the legend rule, no fight can happen since both creatures that would be fighting must stay on the battlfield for the fight to occur. But you still gain 3 life from it.
    Posted in: Magic Rulings
  • posted a message on Kiora and Amass
    No, it doesn't, because the way amass works, if you don't already control an Army, first you create a 0/0 Zombie Army, then you put +1/+1 counters on it. While the token is not 0/0 long enough to die (both things happen during the resolution of the spell or ability that amasses, and state-based actions aren't checked during that time), it still enters 0/0, so Kiora doesn't trigger from that entry.
    Posted in: Magic Rulings
  • posted a message on Delver of Secrets and "Changing the Top Card"
    The issue here is that Delver only allows you to look at your top card once per turn, as its triggered ability resolves, and it is only that card that you can reveal, also while the ability resolves, in order to transform the Delver. You can't do anything between looking and revealing, because you don't get priority while an ability is resolving. You can respond to the Delver's ability on your upkeep, but that will be before looking at your top card. As such, in general, effects that have you draw cards won't help you transform a Delver unless you already know by other means that your top card isn't an instant or sorcery one.
    Posted in: Magic Rulings
  • posted a message on Karn the great creator in commander 1on1
    A commander 1v1 format with no sideboard where you would be allowed to search in your collection with cards such as Karn would need to be an house ruled paper one: games where the organizer/playgroup decides in advance that this is allowed.

    The Wizards of the Coast-curated version of commander 1v1 concretely exists only on Magic Online, and there, such effects don't work any more than they do in multiplayer. Paper tournaments are organized with that system, and organizers do what they want there, but allowing what you suggest would be outside the norm. An other, unofficial but well established rules system for commander duels, French duel commander (duelcommander.com), also doesn't use sideboards and specifies that such effects do nothing. EDIT: Rather, it specifies that it follows all the same rules that multiplayer commander does except those it modifies, but that amounts to the same thing.

    As I said, one could organize an unsanctionned tournament that would add house rules to any system to allow it, but that would be outside of established formats.
    Posted in: Magic Rulings
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