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  • posted a message on Exile creatures being able to attack on your next turn?
    Awesome.. This explanation was clear and made sence.. Thanks for taking the time to answer my question..

    Can't wait to use that combo if it ever comes up.
    Posted in: Magic Rulings
  • posted a message on Exile creatures being able to attack on your next turn?
    Ok gotcha...

    Now if I waited till the other players untap and draw step to play ghostly flicker and did the same thing as above.

    chittering rats and archaeomancer would now NOT be allowed to attack during my next turn. As I controlled them on my most recent turn then exiled them on his turn. Then they returned on his turn. Is that Correct?
    Posted in: Magic Rulings
  • posted a message on Exile creatures being able to attack on your next turn?
    Ok. It's under my understanding that cards must be under your control since the beginning of your last turn.. If not they will have summon sickness next turn.

    212.3f A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be played unless the creature has been under its controller’s control since the start of his or her most recent turn. A creature can’t attack unless it has been under its controller’s control since the start of his or her most recent turn. This rule is informally called the “summoning sickness” rule. Ignore this rule for creatures with haste (see rule 502.5).


    So you can't bring back a card from the graveyard on your opponents turn and expect it to attack on your next turn because it hasn't been in your possession.


    So I have a pauper deck and I'm watching a couple videos on mtggoldfish and a guy does this play and the game allows it.. So how is it legal.. What am I missing.

    So he attacks with his chittering rats and archaeomancer on his combat phase.. They go unblocked.. Then it moves on to his end phase.. He ghostly flicker the chittering rats and archaeomancer puts them back on the battle field untapped and the archaeomancer puts the ghostly flicker back in his hand.

    Now his turn ends.. The other player goes through his phase and then ends his turn.

    Now it's the first guys turn again and he attacks with his chittering rats and archaeomancer..
    But how.. They were exiled on his turn.. So he did not control them since the beginning of his turn..

    What am I missing?

    Also does unearth creatures have summon sickness.

    Thanks for the help
    Posted in: Magic Rulings
  • posted a message on Static +1+1 and -1/-1 counters
    Quote from willdice »
    Effects such as Liliana's Mastery don't use counters. The rule that removes +1/+1 and -1/-1 counters don't apply because the bonus is not a counter.

    So your Servant is currently a 2/2, and the -1/-1 is not removed.


    Now if lilianas mastery would get killed..

    Does the servant become a 1/1?
    Posted in: Magic Rulings
  • posted a message on Static +1+1 and -1/-1 counters
    Alright so i understand the rule that if you have +1+1 counters on a creature and something tries to place -1-1counters on it they will basically remove each other.

    But my question is.

    Let's say i play liliana's mastery so my other zombie cards all get +1+1 so my wayward servant is a 3/3 now

    Now my opponent plays splendid agony and puts 1x -1-1 counter on wayward servant he is now a 2/2 and the counter STAYS ON correct?

    Posted in: Magic Rulings
  • posted a message on Some general advice on drafting and specific advice on Amonkhet
    Ok so I'm not new to drafting but don't draft very much and usually it's just a home draft with some friends.

    So I've been practicing drafting alot with
    http://syunakira.us/smds/index.php

    Here are my general questions but i will use the Amonkhet set to explain. (we are drafting that set in a couple days as well)

    1. Will you ever specifically pass on a color even if you open a bomb of that color but you feel like it's a color you don't think will do well.?

    - so i am never a person who chooses a color(s) before the draft and go in thinking I'm only gonna draft those colors no matter what. I just let the packs kinda direct me into what i will be playing.

    - but with Amonkhet i feel like blue is pretty weak.. Or slowish with not a great finisher and its removal seems alittle more clunky than other colors. So unless i open a Glyph Keeper first pack i feel like even if i open any of the other top blue cards I'll pass them up even if they are the best in the pack.

    -What advice can you give me on this?

    2. ok what if you open a Bomb 3rd pack and its not in any of the colors that you drafted in the first 2 packs.

    - say I'm going red black mostly and a little splash of green in the first two packs and then 3rd pack i open Gideon of the trials. Now let's say your not drafting for $$(value of the card) and just drafting to win.

    So three part question
    - do you draft it anyway and then make the last pack all about getting white cards so you can splash white now instead of green?

    -do you draft him just so someone else won't have him even though you know you won't play him.?

    - or do you pass him and just draft the next best card in the pack that's in a color your playing?

    3. Last question. So my group is pretty chatty about what cards they like and don't and what colors they do and don't like and they stay pretty true to what they say.. If you knew almost everyone else was going to try and avoid a color would you go into the draft and target that color even if you didn't like it as well?

    - so in amonkhet. blue seems to be the color most are hating on. (I'm not super excited sbout it myself) Now i can see a blue green deck working pretty well with the right cards.. If it's true most of my friends will be passing on blue.. Should i go into the draft and push drafting a color i know i might have all to myself?

    Thanks so much for the advice
    Posted in: Limited (Sealed, Draft)
  • posted a message on 5 color sliver MANA advice
    Quote from Action_Mane »
    I like the Tri-Land's (i.e Arcane Sanctum) because they produce 60% of your colors, with Amulet of Vigor and leaning towards green to fetch (Sylvan Scrying, ect). Theory being if a land has to enter tapped, might as well produce 60% of your mana. 5-Color Commander: Building a Budget Mana Base by Ed Grabianowski has been very helpful in the past.


    Thanks for this.. Article was a good read and I'll apply some of the cards and ideas he mentioned
    Posted in: Commander (EDH)
  • posted a message on 5 color sliver MANA advice
    When i quote you does is notify you?
    Posted in: Commander (EDH)
  • posted a message on 5 color sliver MANA advice
    Quote from Dunharrow »



    The M10 Checklands are not the best choices. For instance, they tap for the same ally-colours as the BFZ Battle lands. The enemy colour versions (Woodland Cemetery, Sulfur Falls, etc.) are more expensive.
    The Mirage fetches you are using are also the allied pairs.

    You need to have some enemy lands. The Painlands were recently printed (Battlefield Forge, Llanowar Wastes, etc).
    There are also the Vivid lands (Vivid Creek, etc)

    I think your mana base should be:
    5 mirage fetches
    5 BFZ battle lands
    9 5-colour lands: Command Tower, Ancient Ziggurat, Sliver Hive, City of Brass, Forbidden Orchard, Exotic Orchard, Mana Confluence, Opal Palace, Reflecting Pool
    5 enemy painlands
    10 basics
    5 Vivid lands


    Ok i don't mind spending $5 a card so if i follow the above format you suggested
    Could i add the Innistrad check lands Sulfur falls and the other 4 enemy lands?

    If i make those additions do i still buy 5 Enemy pain lands or can i just stick with the 5 vivids you added. I already own the vivids and prefer them over the pain lands that damage me but never ran either pain or vivid in my decks so not sure how well each work.

    Guess I'm asking which 5 to take out and which to keep.

    Thanks for your extensive help


    Posted in: Commander (EDH)
  • posted a message on 5 color sliver MANA advice
    Ok so my group of 4 buddies have all decided to build commander decks to play in a couple weeks.
    I chose to run slivers.. And a 5color sliver deck at that

    YES i know
    -not very immagitative
    -will get ganged up on
    -going to be slow without fetches
    -yada yada

    I know there are a couple draw backs but i already had a sliver overlord and about 30 slivers from a casual deck i made awhile back.

    So since i already had prob 60-100 cards i needed i decided to go for it.


    Here is my question. CAN I GET RID OF THE PANORAMAS FOR MORE LANDS THAT PRODUCE ALL COLORS???
    Or is there an importance to having those panoramas

    So I'm loosely filling my mana out by using this guide

    10 fetch lands
    10 dual lands
    4 lands that produce every color
    14 basic lands
    8 accelerants

    So right now for the 10 fetches I'm running
    All 5 of the Mirage
    Grasslands,mountain valley, rocky tar pit bad river and flooded plains
    4 of the panorama
    Grixis Panorama, Esper panorama, Bant panorama, Jund Panorama
    And 1 Krosan Verge

    For the 10 Duals/Shocks I'm running
    5 M10 check duals
    Drowned catacomb Glacial Fortress Sunpetal Grove
    Dragonskull summit and Rootbound Craig
    5 battle for zendikar check lands
    Cinder Glade,Sunken hollow
    Praire stream,smoldering marsh,Canopy Vista

    8 accelerants are
    Chromatic Latern,Armillary Sphere,Astral CornucopiaCommander's Sphere,Darksteel Ingot,Fellwar Stone,Vessel of Endless Rest,Wayfarer's Bauble

    4 mana of any color are
    Command Tower
    Ancient Ziggurat
    Sliver Hive
    City of Brass

    SO as i stated in my question above can i add cards like Rupture spire, shimmering grotto, Exotic orchard and Transguild Promenade. In place of the Panoramas?

    I would love to get better fetches but NOT willing to spend $16-$40 on the fetches at the moment.

    So plz let me know if you think adding what i suggested will work or if it won't.And what other options i have with a very small budget

    Thanks
    Posted in: Commander (EDH)
  • posted a message on Do you get cards ability if you don't morph?
    Ok.. Thanks so much for the clarification! You all rock!
    Posted in: Magic Rulings
  • posted a message on Do you get cards ability if you don't morph?
    So if you draw morphs late game it's kind of a disadvantage as you have to wait 2 turns(1 turn to pay the 3 colorless man and 1 turn to pay the morph cost) to get the ability that is on the card.. Unless your just sitting on 10 untapped mana.

    Correct?
    Posted in: Magic Rulings
  • posted a message on Do you get cards ability if you don't morph?
    So im already 6 turns into the game and i draw Thousand winds. I have enough mana to just pay the normal card cost. So i do that.

    Now the card says "When Thousand Winds is turned face up, return all other tapped creatures to their owners' hands."

    If the card was never played as a morph do i still get to return all tapped creatures to owners hands?

    Or would i need to play it face down and then unmorph it for its ability to trigger?

    Thanks
    Posted in: Magic Rulings
  • posted a message on Vision charm help
    Ok so it's my opponents turn. I have 1 blue mana untapped.

    I tap my mana and play vision charm

    I choose basic land and make all lands Mountains until end of turn.

    He is playing a green white deck and has Priest of titania already on the battle field.

    If he taps his elf does he produce green mana or would it only produce mountain?

    Also if he taps Birchlore ranger can he produce any mana he wants or only mountain?

    Last 2 questions.
    Are Abundant growth and Elvish guidance affected by vision charm in any manner or can they do as the cards say without vision charm changing what they produce?
    Posted in: Magic Rulings
  • posted a message on Ward sliver and player damage?
    So let's say I'm playing a mono white soldier deck and my opponent plays a Ward sliver from his hand and chooses white.

    He only has the ward sliver in play and i have 6 soldiers in play..once his turn is over i decide I will attack with all 6..

    He chooses to block 1(all he can do)

    Now here are my 2 questions?
    1. Since all silvers can't be dealt damage by white. My creature that ward sliver blocked would only get 2 damage dealt to it correct?
    So if it was a 3/3 white soldier i attacked with both it and my opponents ward would live?

    2. What about the other 5 white soldiers that i attacked with? Since nothing can block them does the player still get dealt damage and lose X amount of life.. Or is he protected for any damage as well.

    Thanks
    Posted in: Magic Rulings
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