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  • posted a message on Purphoros, God of the Forge
    Quote from acdanzig
    You really should read Opalescence. It has no effect on auras.

    hmm, reading it tech. That being said, anything that may animate would either have to remove the aura subtype or specify non-aura enchantments.
    Posted in: Speculation
  • posted a message on Purphoros, God of the Forge
    Quote from Subbak
    Opalescence is not that hard. I mean, Life and Limb and March of Machines exist, and March of Machines was printed in recent supplementary products.
    The main rules problem with Opalescence is the existence of crazy enchantments, Humility first among them. And I don't think we're seeing a Humility effect in standard any time soon.

    There is an issue with Opalescence that Life and Limb and March of the Machines don't have. When you animate a land into a creature, it just has the types Land and Creature and anything that would affect one affect this permanent. When you have an Artifact the same is true except when you bring in equipment. When an equipment becomes animated, if its attached to a creature it falls off but stays on the battlefield.

    An animated Enchantment acts the same EXCEPT when talking about auras. An aura that becomes a creature and that's attached to a creature falls off, then the game says 'hey, here's an aura not attached to anything. I'm gonna send that to the G/Y'. Its not too much more complicated than animating artifacts but it can be hard to explain to new players that they won't have a chance to 'save' this creature. You also need to explain that if there's an effect like Opalescence on the battlefield you still need to select a target for your Auras even though they'll get shipped to the bin (technically still die) as soon as they hit.

    The only way I can see something that could animate Auras would be if it removed the Aura subtype from them as well though we may just be adding too many words to the cards to make them easily understandable.
    Posted in: Speculation
  • posted a message on Tapping lands and missed triggers
    It's late and I'm too tired/lazy to look it up so I thought I'd ask.

    Player A has a Obzedat, ghost council in exile he forgot to return on its last trigger. Player B has 4 lands where the only source of blue is Hinterland Harbor. Player b is in their first main phase and taps a plains and the harbor saying 'for green'. At this point, before he casts his spell (voice of resurgence for the sake of example) the players notice the missing trigger for Obzedat.

    Normally player B would just get the choice whether obzedat's trigger is put on the stack now or at the beginning of the next upkeep. Player B also has a Supreme Verdictin hand and would love to have the opportunity to use it on the ghost council.

    Does the fact that the player specified the harbor was tapped for green and no other mana source of blue is available to him prevent him from casting the verdict or can he still roll back the tapping of the lands with a new trigger on the stack?
    Posted in: Magic Rulings Archives
  • posted a message on Feedback!
    A recommendation for the Rules forum.

    Card wording can change dramatically in time to match current standards of wording. The hover over is a great feature but could the Rules forum be isolated to instead pull the Oracle text with or without the image? The previous version was able to send all cardtag links to the Gatherer webpage regardless of the settings you had on your profile so the most up-to-date version was ensured. I hope this means we can get 'hover over' oracle wordings.
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Multiple Planeswalker Subtypes
    Quote from Nukeman
    So, just double checking something i was asked earlier today.

    Ok, so I have a Jace Beleren, and I've made him a creature with Liquimetal Coating and March of the Machines.
    Then, I have a Gideon, Champion of Justice and activate his 0 ability.
    Then, I cast Mirrorweave, targeting my Jace.

    My Gideon is now a Planeswalker Creature - Jace Gideon Soldier.

    And under the new rules, i can just choose to bin the original Jace, and keep my new Franken-Walker.

    This all works, correct?

    Mirrorweave
    As far as I'm aware there has been no change to the Planeswalker Uniqueness rule that states All planeswalkers of the same type are put into the graveyard:

    205.3j Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Bolas, Chandra, Domri, Elspeth, Garruk, Gideon, Jace, Karn, Koth, Liliana, Nissa, Ral, Sarkhan, Sorin, Tamiyo, Tezzeret, Tibalt, Venser, and Vraska.
    If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners’ graveyards. This “planeswalker uniqueness rule” is a state-based action. See rule 704.

    Also note that the Mirrorweave will make each other creature a COPY of the existing creature which will overwrite anything printed on them so your animated Gideon will become a copy of your Jace and then they'll both be bin'd as they will both be Planeswalker Artifact Creature - Jace


    Edit: Found and read the article, there's a lot of stuff coming down the pipe in terms of rules changes. It'll be interesting to see how it's worded in the Comp rules. Refer to the other posts for the accurate answer, it does work as described.
    Posted in: Magic Rulings Archives
  • posted a message on Enchantment Cycle
    I'm thinking of jumping back into a custom set I was designing a while ago and wanted to get some input on a cycle of cards I was thinking about

    Resurging Idealism 1WWW
    Enchantment R
    You may cast Enchantment cards from the Battlefield, cards cost 1 more to cast in this way.
    You can't cast spells from your hand.
    Resurging Control 1UUU
    Enchantment R
    You may cast cards you own from the stack, cards cost 1 more to cast in this way.
    You can't cast spells from your hand.
    Resurging Death 1BBB
    Enchantment R
    You may cast creature cards from your graveyard, cards cost 1 more to cast in this way.
    You can't cast spells from your hand.
    Resurging Anger 1RRR
    Enchantment R
    You may cast creatures from the battlefield and as though they have Flash, cards cost 1 more to cast in this way.
    You can't cast spells from your hand.
    Resurging Growth 1GGG
    Enchantment R
    You may play land cards from the battlefield.
    You can't play land cards from your hand.
    Posted in: Custom Card Creation
  • posted a message on WBG Immortality from Artist to Zombie
    I'm building a deck based on the Voice of Immortality deck that placed second at an SCG classic on 5/12:My version looked to make a few changes from this. I wanted to bring in Lotleth Troll as he's a good way to get creature cards into your graveyard for the Immortal Servitude as well as a High Priest of Penance or two because he does a good job of stalling a more aggressive board. My version is as follows:

    It has a lot of the same utility as the existing deck but I think the Lotleth Troll will add a lot of resilience to it as he can trample over to extra damage against Tragtusks and Restoration Angels while still regenerating.

    I dropped a Strangleroot Geist for the Troll because I didn't want the GG to get me in trouble while keeping 3 so my tempo can still stay high. I cut the three Lingering Souls for the last three trolls because it has more utility and can hit for 4+damage by itself as well. Two Skirsdag High Priest got cut to make room for the two High Priest of Penance as I don't end up three in hand of either and I am fine with two of either as well. I may end up putting the Lingering Souls in the sideboard against more aggressive decks as it does give me 4 potential triggers with my Blood Artists but I'll wait to refine the sideboard until I have figured out the deck :).

    Other cards that could be used:
    Thalia, Guardian of Traben: A great sideboard card against Control as it almost acts as a Timewalk for them forcing them back by 1 land drop, though it does increase the cost of your Servitude.
    Rootborn Defenses: A better card if you keep in the Lingering Souls but can be a real power house against Supreme Verdict when you're cracking in for lots of damage with this in hand.
    Avacynian Priest: ... strangely good against Aetherling...
    Boros Mastiff: Battalion shouldn't be difficult to achieve but lifelink may not be relevant in such an aggressive deck.
    Cloistered Youth: A 3/3 for 2 is a good deal when you aren't too committed to the color even with the life loss each turn.
    Elite Inquisitor: 2/2 for 2 with First Strike and Vigilance is good but the creature types aren't as relevant in matches as they were 6 months ago, maybe a sideboard card but this deck works with more toolbox cards than straight beats.
    Loyal Cathar: The double white mana makes it rough, but being able to sac it twice makes it a possible card for side board if not main deck.
    Nearheath Pilgrim: Lifelinking to a big Lotleth Troll can keep you out of range of some burn strategies, maybe as a sideboard option.
    Precinct Captain: 2/2 First Strike that makes tokens is solid, especially when you can sac those tokens for Blood Artist and/or Bloodthrone Vampire effects. It may be good for some variants of this build but the double white scares me. In a mirror match I'd rather have them than the Strangleroot Geist.
    Serra Avenger: Another 3/3 for 2 but with evasion and a restriction on when to play it, I'd never want it in my deck on the draw as it won't be able to swing to your opponent's almost turn 5.
    Silverchase Fox/Keening Aparition/War Priest of Thune: Straight forward utility that self-sacs (on the Fox and Spirit) for its effect but can be brought back with the servitude, good option against a Rest in Peace on your opponent's field
    Syndic of Tithes: With all your creatures being cheap, extort may be a fun plan-B sideboard setup.
    Thalia, Guardian of Thraben: Yep, good board card
    Unruly Mob: Another card that can trigger on your creatures dying to get bigger.
    Alchemist's Apprentice: Self-sac for card advantage, this version isn't in blue but some other decks may like this.
    Augur of Bolas: You can dig for Immortal Servitude or Grisly Salvage upon entering and he blocks 2/2 creatures aaaaalllllllllll day long
    Deranged Assistant: Acceleration that can put more creatures in your 'yard for Servitude.
    Incursion Specialist: Shouldn't be hard for a double-cast with the creatures you have making 3 unblockable a potential agro strategy
    Invisible Stalker: Very hard to kill, harder to kill 8 times when you keep dropping them and casting Servitude to get them back.
    Ludevic's Test Subject: if you're playing the slow game you may be able to get the full effect out of this guy.
    Mindshrieker: Evasion plus, note the ability does NOT require you to target an opponent. You can use the effect to fill your 'yard at the end of your opponents turn for a Servitude on your turn.
    Snapcaster Mage: On the fence about him, You can do some fun things like flashing him to flashback your Grisly Salvage plus you can Servitude him in and if you have enough mana and another Salvage you can do it again for a Lot of digging.
    Welkin Tern: JUST KIDDING!!
    Basilica Screecher: Evasion and Extort with lots of cheap spells may fit in as a good Plan-B Sideboard if not in the main deck
    Black Cat: Random Discard is awesome, especially against a control player
    Blood Scrivener: If you discard all your cards in hand to your Lotleth Troll the Blood Scrivener gets sweeter
    Butcher Ghoul: This build loves creatures that die twice, even if they're only 1/1's
    Pack Rat: VERY strong possibility with this card over Lotleth Troll, you still can discard your cards and bringing multiple back with an Immortal Servitude gets ugly.
    Ravenous Rats: Fits with the Pack Rat and Black Cat build and with them may be part of its own build with Immortal Servitude
    Treacherous Pit-Dweller: A real bad card in most cases but if you have sac outlets you can negate or even take advantage of the undying without losing the creature to your opponents. A 4/3 for 2 is good, but dangerous, and treacherous indeed
    Ash Zealot: Good for an agro strategy though requires a heavy color commitment with a cost of RR
    Ashmouth Hound/Bloodcrazed Neonate/Bomber Corps/Crimson Muckwader/Falkenrath Exterminator/Firefist Striker/Kruin Striker/Mogg Flunkies: May be good in a R/B Servitude deck as this can deal a lot of damage in a Battalion style attack sequence, Kruin Striker plays Really nicely with Immortal Servitude and Lightning Mauler
    Lightning Mauler: The ability to give a creature haste is good, but when you can Servitude in and Soulbond to give a creature that comes back haste you can hit home a lot faster
    Skinbrand Goblin: Being able to Bloodrush and then get it back with Immortal Servitude should be solid
    Torch Fiend: Self-saccing utility

    <The rest of the color and the other colors are in progress>
    Posted in: Standard Archives
  • posted a message on [[MM]] Æther Spellbomb
    Quote from AkioCar
    Nice way of letting us know when the Artifacts begin for the number crunch. Thanks, Wizards!

    Still could be an Adaptive Automaton or Adventuring Gear (or Accorder's Shield but I REALLY hope that's not in this set), but those are the only modern-legal colorless artifact cards that are ahead of it alphabetically Smile
    Posted in: The Rumor Mill
  • posted a message on [???] You make the card 4 week 6
    Quote from Grim04
    It'd give you Yawgmoth's Will, the strongest card ever printed... into an enchantment that could be used multiple turns in a row...

    Hmm, Legacy - banned; Vintage/Classic - restricted...
    yep, I may be better off keeping it in it's 'weaker' form and adding the same exile clause:

    Quote from revision »
    When ~ enters the battlefield discard your hand.
    If a card would be placed into the graveyard from anywhere besides your hand or library, exile it instead.
    You may CAST cards from your graveyard as if they were in your hand.


    Fixed to also prevent Lotus Petal/Black Lotus shenanigans. The word Cast will lock your lands in so it doesn't enable additional lands to be played from your graveyard (Crucible of Worlds already exists Smile )
    Posted in: The Rumor Mill
  • posted a message on Dependencys
    Thank you all! Sometimes is easier to ask than do the homework Smile
    Posted in: Magic Rulings Archives
  • posted a message on Dependencys
    I've been a little hazy on what is and isn't a dependency and am asking this for clarification.

    Player A controls Blood Scrivener and no other relevant permanents besides basic lands and has 1 card, Brainstorm, in hand. Player B controls no relevant permanents beside basic lands and has 1 card, Notion Thief, in hand.

    Player A casts Brainstorm, Player B responds by casting Notion Thief. Notion Thief resolves and enters. Now for the resolution of Brainstorm. Brainstorm says to draw 3 cards and two replacement effects try to step in. Normally the active player would choose which to apply but I'm curious whether they would be viewed as having a dependency as the Blood Scrivener will NOT apply if the Notion Thief is applied first but the Notion thief WOULD apply if the Blood Scrivener was applied first.

    Thanks! Even judges can have questions Grin
    Posted in: Magic Rulings Archives
  • posted a message on Fuse and Extort
    Quote from anytimeminutes
    Fine. Ill tear the card in half.

    Though I'm sure you meant this in jest, I wanted to say this for anyone who may have thought of doing this. The game has clear rules on what is and isn't a Magic Card. Tearing a card apart not only destroys it's value but also marks the card so it can't be played and makes neither site a 'Magic Card' as they don't have a full Magic: the Gathering back.
    Posted in: Magic Rulings Archives
  • posted a message on Pallimud
    This leads to a question for me. If Pallimud is not on the battlefield (ie. no player chosen) is it's power 0 as the CDA can't determine it? Just curious as it could be relevant for Reveillark

    Quote from Exsam
    Pallimud does not have a triggered ability. It has two linked static abilities.

    The first generates a replacement effect that modifies how it enters the battlefield and determines the player for the second ability.

    The second is a characteristic defining ability that modifies the power of the creature. This is updated constantly as the gamestate changes.
    Posted in: Magic Rulings Archives
  • posted a message on [???] You make the card 4 week 6
    Quote from submission »
    Rites of Undeath
    The graveyard becomes a replacement hand for the controller of the enchantment.

    When ~ enters the battlefield, discard your hand.
    If you would draw a card, instead put the top card of your library into your graveyard
    You may play cards from your graveyard as if they were in your hand, if a spell cast in this way would be put into the graveyard from the stack exile it instead.


    My submission, I realized that it'd be too broken with dredge. There are plenty of ways to fix it but I'm having trouble thinking of one that won't add more text to the card. If I had the opportunity to remake it I'd probably do it as follows:

    Quote from revision »
    When ~ enters the battlefield, discard your hand.
    You may cast cards from your graveyard as if they were in your hand, if a spell cast in this way would be put into the graveyard from the stack exile it instead.


    With the changes it would give you the opportunity to draw lands, doesn't act as a better for Crucible of Worlds, the downside works as an upside in black but is offset by putting you in more danger from 'graveyard hate', and leaves room for some Flavor Text! Let me know what you guys think of the two designs!
    Posted in: The Rumor Mill
  • posted a message on replacing a replacement effect
    When two replacement effects attempt to modify the same event, the controller of the affected object decides which will apply even if they don't control both effects. This would come into play if another player had Leyline of the Void out and your general would be put into your graveyard. You would decide which replacement effect is going to change the destination of your card even though you only control the one that would move him to the Command Zone.

    In Short, yes you get to send it where you want.

    Edit: Double 'nathed
    Posted in: Magic Rulings Archives
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