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  • posted a message on Trigger Timing
    Quote from Gogeta5o5
    i thought u got to choose the way your triggers stacked
    If two or more triggers that you control would go on the stack at the same time, you can put them on the stack in any order. However, there is only one trigger here, the Hulk's (or Deathrender's). Greater Good has an activated ability. When you play that ability, you put it on the stack, and then you pay the cost of sacrificing a creature (in this case, Protean Hulk). This triggers the Hulk's ability, which then goes on the stack above the Good's ability the next time a player gets priority.
    Posted in: Magic Rulings Archives
  • posted a message on Murderous Redcap Vs Kitchen Finks
    If the Redcap is blocking, then this doesn't work. After combat damage resolves and the creatures are destroyed, the Persist triggers go on the stack in APNAP order, and resolve in the reverse of that order. If the Redcap is controlled by the non-active player, it will come into play first, at which time the Finks will not be in play yet and will not be a legal target for the ability.
    Posted in: Magic Rulings Archives
  • posted a message on zombie questions
    Quote from xi.omega
    You can do it.

    You block with both the nantuko husk and the festering goblin. When damage is on the stack but before it has resolved, you sack the festering goblin to your husk to make it stronger. As the goblin hits the graveyard, you again deal 1 damage to the 2/2 creature.

    As the damage resolves, your husk is a 6/6 with 4 damage on it, your goblin is dead and the opponent lost both of his.


    What? The Husk is a 2/2, not a 4/4. Also, the Goblin's ability doesn't deal damage; it gives -1/-1. MonoBlackOut is correct.
    Posted in: Magic Rulings Archives
  • posted a message on Land Search, Sorcery, and Persist question...
    Quote from 2lisan
    Hi,
    Questions about the Knight of the White Orchid. If I play this creature and checked that my opponent have more lands than me, can I search for a land like Arcane Sanctum? Is this card count as a plain?
    First, careful with the extra spaces inside your card tags. It makes them not work.

    Second, no. A card is a Plains card if it has Plains on its type line. Currently that would be the Plains, Snow-covered Plains, four of original dual lands, four of the , and Mistveil Plains. Nothing else is a Plains card.

    - If I search for "plains" and put it in play in using the ability of the Knight of the White Orchid , is this considered as playing lands, or can I still play another land because technically I haven’t played any land yet.
    No. To "play" something and to "put something into play" are completely different things. Putting a land into play with the Knight does not count as your land drop for the turn.

    How about Sanctum Plowbeast, if I use Plaincycling, or Islandcycling, can I search for cards that like Crumbling Necropolisor I can only search for Plains or Island?
    Again, you can search for any card with "Plains" or "Island" on the type line. Crumbling Necropolis does not meet this criteria.

    Regarding Sorcery Spells

    In combat phase, shall I use the sorcery spell before declaring attackers or I can use it after declaring?

    Like plainswalkers, should I use Elspeth, Knight-Errant 2nd ability before declaring attack or can I use it once my creatures are attacking?
    Sorcery spells (and abilities that use sorcery timing) may only be played during your own main phase, while the stack is empty and you have priority. You may not play them during the combat phase.

    Question with persist…

    I have Thunderblust in play and is attacking, my opponent have a Murderous Redcap assign as a blocker, both died. Since both of them have persist, both of them will come back from the graveyard. Question is, is there a right time when will the creature will come back into play? Because my opponent is waiting for my Thunderblust before putting his Murderous Redcap in play so that he can assign the damage to my Thunderblust. Is this correct? When can I return a persist creature on the end of combat phase, or in the end of my turn?… etc…

    Thanks for the corrections.
    Right after combat damage resolves and the creatures are destroyed, both Persist abilities will trigger and go on the stack in APNAP (active player, non-active player) order, and they will resolve in the reverse of that order. Thus the non-active player's Redcap will come into play first.
    Posted in: Magic Rulings Archives
  • posted a message on cascade and slit cards
    Quote from DawnsLight92
    Dark confidant uses the converted mana cost, cascade uses how much it costs to play. Cascade is affecting by cards that change casting cost where as converted mana cost stays the same.


    Incorrect.
    502.85. Cascade

    502.85a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you play this spell, remove cards from the top of your library from the game until you remove a nonland card whose converted mana cost is less than this spell's converted mana cost. You may play that card without paying its mana cost. Then put all cards removed from the game this way that weren't played on the bottom of your library in a random order."

    502.85b If a spell has multiple instances of cascade, each triggers separately.
    Posted in: Magic Rulings Archives
  • posted a message on Cloudpost and changlings
    To expand on this a little bit, a question would come up with regards to Dryad Arbor. If you cast something that grants it all creature types, it still will not have a type Locus, simply because there have been no creatures up until this point that have a creature type of Locus.

    It's exactly why Mistform Ultimus doesn't scream "Cowabunga!" when he comes into play, he's only a Mutant Ninja Turtle, they haven't printed a Teenager yet...;-)

    So, until there's a way to grant all land-types or they make a creature with type Locus, your idea won't work...sorry!!
    More to the point, it's because Locus and Teenager aren't included in the list of creature types in the Comprehensive Rules. As you can see with Dryad Arbor, they have printed a creature with the subtype Forest, but Forest is still only a land type (both on the Dryad and otherwise), because that is what it is listed as in the CR.
    Posted in: Magic Rulings Archives
  • posted a message on Cryptic + Finest Hour
    Quote from xXxBretWeedxXx
    So then you can't activate manlands after Cryptic Command is cast in this phase and have them be untapped right?


    You can. No step or phase in which players receive priority can end until both players pass priority in succession while the stack is empty. So during the Beginning of Combat step, you can wait until their Command resolves, and then play the animation abilities of your lands.

    However, note that this involves something of a gamble. During your own Beginning of Combat step, you receive priority first. This means that in order for your opponent to play Cryptic Command, you must first pass priority to them. But as stated above, if you both pass in succession while the stack is empty, the step will end and you'll miss your chance to animate your lands.

    So basically, you can choose between animating your lands at your first opportunity, and risk having them tapped by a Cryptic Command along with everything else, or passing priority, and risk missing the chance to animate your lands in time to attack with them, if they don't play a Command.
    Posted in: Magic Rulings Archives
  • posted a message on At end of turn question.
    Quote from HendrikHaese
    If it is your opponent's turn, however, the order of the abilities on the stack will be reversed; Lightning Reaver's damage will resolve while Dread's sac-me is still waiting to be resolved, so at this point Dread is still in play. Now the LR's damage will trigger Dread's 2nd ability, which will go to the stack above Dread's sac-me. In this case both creatures will die.
    (Except that Lightning Reaver only triggers on your own turn.)
    Posted in: Magic Rulings Archives
  • posted a message on Guile + RFG Counterspells
    Quote from Deg
    I assume that when i Faerie Trickery something with a Guile in play, the Guile's ability takes precedence over the counterspell's RFG effect, and i can still play it, right?
    Essentially correct. Trickery's self-replacement applies first, and replaces "counter (by sending it to its owner's graveyard)" with "counter (by sending it to the RFG zone)." But it's still being countered, so Guile's effect will still apply, and replace that whole event with "remove it from the game and you may play it without paying its mana cost."

    What about Counterbore? All of the spells you find are RFG'd, so may i play all of the spells i find, or just the one i countered? I assume it's just the one i've countered, but i've been wrong before.
    Just the one that would have been countered. Counterbore has two separate effects, and only the countering is replaced by Guile's effect. The searching/removing is unaffected.

    Lastly, what if i counter something with cascade? Guile says i may play the card without paying for it's mana cost, so could i steal my opponent's Bloodbraid Elf and cascade my own deck? (not that it would be super helpful, as a deck with Guile is most likely jammed with Counterspells...)
    Yes, you could do that. And actually, that could be helpful, since the Cascade from when your opponent played the Elf is unaffected. So you could let their Cascade trigger resolve, let them play the removed card for free, and then play your counterspell on the Elf. When your counterspell resolves, you'll play the Elf, triggering Cascade. When that trigger resolves, if you reveal a counterspell, you could target the spell that your opponent played from Cascade.
    Posted in: Magic Rulings Archives
  • posted a message on Cryptic + Finest Hour
    Quote from mexicanswateam
    Oh no way? I have been lead to believe that when you declare attackers, they don't actually tap until they have been declared and priority passes to your opponent, and they give the OK?
    Nope. Declaring attackers does not use the stack and can't be responded to. Their last chance to tap a creature to prevent it from attacking is your Beginning of Combat step. However, you must give them that opportunity. If you rush ahead and declare attackers without giving them that chance, they can back the game up to that point and tap your creature(s). (However, note that if they do so, you're not bound to the same choice of attackers the second time around.)
    I've been jipped!
    Seems like it.

    I declare my combat step is beginning. My opponent has no response. I declare my Rhox as the lone attacker. He then plays cryptic to tap creatures. <---- this situation doesn't stop the attack??
    Correct. The Rhox is already tapped, and even if it wasn't, tapping or untapping a creature will not remove it from combat or affect its combat damage in any way.
    If it dosn't: What if, hypothetically, my attacking creature had vigilance, how would the situation change regarding finest hour?
    No change.

    EDIT: I didn't see Scene's post. Now I'm quite confused... Because both of you two seem to be saying different things, Bug says there's a timing issue but the attack would have gone through and Scene says the attack wouldn't?
    Bug is, for the most part, correct.


    Edit:
    well to be technically correct, yes, he is right, I think.

    it is all a strategy game. and quite a pain if you dont understand how phases turn over.

    he is correct in the since that they declare whatever they wanna do when you declare an attack step, and that you dont tap until he/she decides to respond. however, and I may be very wrong about this, but, when you do decide to declare an attacker(s) after you declaring a combat step, I believe he/she can still respond to that, and do whatever he/she wants. as long as the card is an instant they can play it. since your attacking creature doesnt attack at instant speed there response is faster.

    you can only stop an instant with an instant. as far as I know, the only thing that is faster than an instant is a mana ability/tapping a land.
    No. Declaring attackers does not use the stack and cannot be responded to. Furthermore, there is no such thing as "speed" in Magic. There are simply 1) things that use the stack, and things that do not, and 2) times when you can play certain things, and times when you can't.
    Posted in: Magic Rulings Archives
  • posted a message on Priority during cascade
    I just want someone to confirm that I will never have priority to be able to activate Shelldock Isle while another spell's cascade is resolving. By the time I gain priority, the "put the cards removed this way on the bottom of your library in a random order" will have happened.


    That is correct, though not quite for the reason you stated. It's true that you won't have priority while the Cascade trigger is resolving, but the activated abilities of the hideaway lands have a condition that is checked on resolution; it's not a play restriction. But you still can't do it, because you can't resolve both abilities simultaneously either.
    Posted in: Magic Rulings Archives
  • posted a message on +1/+1 -1/-1
    Quote from theinsanething
    May I ask why exactly they are removed?

    It interferes with effects that rely on +1/+1 or -1/-1 counters. And can make use of those effects rather awkward.
    If you're asking why they're removed, it's because of this rule:
    420.5n If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
    If you're asking why that rule exists, it's primarily to make bookkeeping easier when a lot of counters of different types are flying around.
    Posted in: Magic Rulings Archives
  • posted a message on What lands can a "fetch land" fetch
    Quote from ledzep
    Ill use polluted delta for reference.

    Can it fetch any land that produces U orB?
    No. It can only fetch land cards with the Island or Swamp land types on their type line.

    No, no, yes, yes.
    Posted in: Magic Rulings Archives
  • posted a message on Bounty of the Hunt
    No. If you'll read the Bounty's Oracle text, you'll see that it no longer uses counters, but rather just gives the creatures +1/+1 until end of turn. Since it doesn't use counters, no counters will be removed by State-Based Effects. The creatures will survive until end of turn, and then be put into their owner's graveyard after the Bounty's effect wears off.
    Posted in: Magic Rulings Archives
  • posted a message on Replicate and storm
    No, the copies aren't played, just put on the stack. Storm will not count them.

    Edit:
    Quote from ROORftw
    no. replicate creates copies, storm counts spells that are played
    The way this is worded could be interpreted as implying that the copies are not spells. Let me just point out that this is not the case. A copy of a spell is itself a spell. It just isn't played.
    Posted in: Magic Rulings Archives
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