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  • posted a message on Spell Queller must ask question
    Yes, that's right. For CMC it doesn't matter what you pay, only the mana symbols in the mana cost are important.
    Posted in: Magic Rulings
  • posted a message on Spell Queller must ask question
    Quote from goblin_chef »
    No, you can't exile a spell with Spell Queller if it's awaken cost was paid and it's greater than 4, even though the spell's CMC off the stack is 4 or less. Converted mana cost is calculated as stated several times here already as long as the spell is not on the stack. On the stack, CMC of a spell is equal to the sum of all the mana paid to cast it. If you paid the awaken cost, the spell's CMC is dependent on the awaken cost, not the card's printed cost. X also counts towards the CMC of a spell on the stack. You can even see that in Spell Queller's first oracle ruling.

    That is wrong. CMC is always calculated from the mana cost, no matter where the object is.

    202.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana
    cost, regardless of color.

    CMC of spells is not treated specially.
    Posted in: Magic Rulings
  • posted a message on Spell Queller must ask question
    Yes, it can. The converted mana cost of an object is derived solely from the mana cost, which is printed in the upper right corner of the card. What costs you end up actually paying doesn't change that. The only thing that makes the CMC vary is the value of X in a spell like Fireball, and only when the card is on the stack, in which case X is whatever value was chosen for it (again regardless of what was actually paid).
    Posted in: Magic Rulings
  • posted a message on Turn aside vs Ulamog
    No, you can't. The Ulamog spell doesn't target anything, so it is not a legal target for Turn Aside. Ulamog's cast trigger targets, but that is not a spell, so it's also not a legal target for Turn Aside.

    Edit:
    As a general note, the only spells that can have targets are instant spells, sorcery spells and aura spells.
    Posted in: Magic Rulings
  • posted a message on Game-Warping effects
    Grand Melee can force creatures into combat. There are still a lot of ways around it, but like Fumiko, it greatly forces action over inaction. For truly duel style combat add Silent Arbiter.

    Harsh Mercy may fit what you're looking for. In a big round, a lot of creatures will remain, but it should be pretty unpredictable which ones besides the most important one to each player. Dies triggers will also influence each player's choice, especially if one player really doesn't want an opponent's critter to die at this time. Tribal decks can easily save their whole team, so in a tribal heavy environment, this card becomes pretty useless.
    Posted in: Commander (EDH)
  • posted a message on Looking For a Card
    Jade Monolith and Vassal's Duty can be ways to trigger Teysa. You need ways to have your opponent's creatures deal combat damage to you for that. Because if you hole up too much, no combat damage will come your way unless you enforce it. With these cards, you can block or have your creatures be blocked and still receive a controlled amount of combat damage yourself.
    Posted in: Magic General
  • posted a message on Disciple of the Vault and tokens
    Yes. Tokens that leave the battlefield will cease to exist as a state based action, so right before the next time a player receives priority, so after a spell or ability has been put on the stack and after it has resolved. It also doesn't matter for how long the artifact remains in the graveyard, all that matters is the very fact that it went there. It could leave the zone or cease right away and the Disciple's trigger would still go off.
    Posted in: Magic Rulings
  • posted a message on Rattlechains killed while spirit is being casted
    The only thing that happens is, that Rattlechains dies. It won't affect your other spell at all, because you already completed the casting process. Players can only respond after a spell is cast, they cannot interrupt the casting. Once you start casting a spell, no one can do anything about it until you're finished with the whole process. The legality for casting a spell is only checked during the casting, so making the casting illegal after the fact won't stop the spell.
    Posted in: Magic Rulings
  • posted a message on How does Replicate work?
    Replicate is a cast trigger that creates copies of the spell on the stack (above the original), one for each time the replicate cost was paid. These copies are seperate spells that weren't cast, they resolve individually. The original spell will resolve last.

    So in your scenario, since you paid the replicate cost twice, after you've finsihed casting the spell, a trigger is put on the stack above the spell. That trigger, once it resolves, will create two copies of the spell, also above the original. Each copy and the original resolve one at a time with windows to act in between for all players. Each one deals one damage to its target when it resolves.

    You can pay the replicate cost when you're casting the spell. Replicate itself does not give you any special permissions to cast it. The rules give you permission to cast a spell from your hand, and flashback can give you permission to cast a spell from the graveyard, for example. So if you're casting the spell you can pay the replicate cost as many times as you want and can afford.

    Copies of spells aren't cast, they are created directly on the stack. Any triggers looking for spells being cast won't trigger for those copies.
    Posted in: Magic Rulings
  • posted a message on Parallel Lives and Doubling Season
    Both card create replacement effects. You can apply them in either order to get 12 tokens from Ishkana'r trigger. 18 tokens are not possible with these cards. The 3 tokens are doubled by eiher DS or PL to 6, then that 6 is doubled again by the other to 12. There is only one trigger here, and that is Ishkanar's, and that is the only thing that can be responded to here (apart from the Ishkanar spell of course). The trigger will put 12 tokens on the battlefield when it resolves.
    Posted in: Magic Rulings
  • posted a message on Earthbind win??
    Quote from clod5 »
    [...]I like that Earthbind specifically says the damage occurs when cast, but Replenish and Oubliette work anyway.

    It doesn't anymore. It's a normal ETB trigger now.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Martyr's Bond + Enchanted Evening
    The nonland clause only applies to what goes to your graveyard, since that is part of the trigger condition ("Whenever ~ or another nonland permanent you control ..."). Nothing in the trigger's effect excludes lands from being sacrificed ("each opponent sacrifices a permanent that shares a card type with it"). If lands are the only permanents that your opponent can sacrifice, he has to sac his lands.
    Posted in: Magic Rulings
  • posted a message on not of this world and flash back
    The cost reduction applies any time you're casting the spell if the condition is met. For what cost you're casting the spell doesn't matter, only that you're casting the spell and that the target spell/ability targets a creature you control with power 7+.
    Posted in: Magic Rulings
  • posted a message on Plainscycling Ruling
    Neither, actually, but you're closer. Plaincycling isn't a triggered ability that triggers when the creature enters the battlefield, it's an activated ability that can only be activated when the card is in the hand. you activate that ability by discarding the card and paying the cycling cost. So you can either use that card for plainscycling or play it as the creature, but not both. Once the ability resolves, you get to search your library for a card with the subtype Plains. This can be a basic Plains but also any nonbasic land with the Plains subtype, like Hallowed Fountain or Mistveil Plains. Only land cards can have basic land types, so you have to search for a land card.
    Posted in: Magic Rulings
  • posted a message on Black vs Enchantments
    Seems like the issue is not so much enchantments in general as it is auras in particular. A simple answer to that is bouncing the enchanted creature and replay it. Cards like Skull Collector, Oni of Wild Places, Blood Clock, Ancestral Statue, Cloudstone Curio, etc. are all within the r/b color spectrum and allow creatures to shake of auras. Of course, having access to black also makes it possible to sacrifice and reanimate a creature. Conjurer's Closet can blink an enchanted creature to shake of any auras, retrigger ETB effects, reset counters, "untap" creatures, etc. An easily abused card that also solves the aura problem.
    Posted in: Casual & Multiplayer Formats
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