Hello all, we're just about to play a game where my mate has built a vehicles deck, but never played the crew mechanic before. He's just asked what happens if he uses 4 power to crew 3? Does he get to use excess power to crew something else? Kind of like trample?
So our playgroup used to play instants in an opponent's turn whenever, so say I played Fleet Swallower, no one countered it, it resolved, and then before I did anything else an opponent would Swords to Plowshares it. One of our group has since told us this was wrong and we have to follow priority, and so as the card resolved, priority returns to me till I do anything else, at which point priority changes and it can be targeted with an instant.
The reason I'm here today is I've been re-watching Game Knights, more specifically #20. In this game, Mel plays Myr Battlesphere, it resolves, and in response, Kyle plays Consign to Dust, destroying the Battlesphere.
So, was this a misplay as by letting it resolve priority was passed back to Mel? Or is there still priority to opponent's when the card resolved and enters the battlefield?
My mate is planning to build a new Niv-Mizzet, Parun card draw deck, and has asked a question about no max hand size cards, specifically Thought Vessel, as he couldn’t find a ruling on it.
Obviously Thought Vessel says you no maximum hand size, is this only while the card in play? Or does it stay if it gets destroyed? Our mate who has more experience than us said it stays, but that doesn’t seem right to me, it sounds like this card is giving me that ability, so if it’s destroyed then I lose that ability, same for other cards like Reliquary Tower. Praetor’s Counsel specifically says no max hand size till end of game, which, although it’s a sorcery so won’t stick around, makes a clear statement that effects the rest of the game, unlike Thought Vessel.
Please clarify this for us, many thanks in advance,
I tried googling for this but never really found a concrete answer, or one that didn’t involve lots of numbers with another combo piece like Parallel Lives where the numbers got confusing lol. So I’m building a Krenko, Mob Boss goblin tribal deck, and will be having Illusionist's Bracers in there, but I want to clarify how many goblins I’ll get using them both.
So say I have 5 goblins including Krenko, Mob Boss with Illusionist's Bracers, I tap Krenko to make 5 more tokens, do the bracers activate at the same time and only make 5 goblins? Or do they activate after the new goblins have entered, and so can then target all 10 to create another 10 for a total of 20?
This may seem like a silly question, but I wanted to be clear before I played it.
Above is my currently mono coloured samurai tribal deck, I love the idea of having samurai on the board getting bigger when they block or are blocked, but I've never managed to win with them, and from what I can see from other similar threads on them, they're not considered to be that strong. However, there hasn't been a recent discussion about them that I can see, so I was wondering if there has been any new cards released that could actually make the samurai even slightly competitive?
Currently I have the deck as mono white, but did have it as red/white with Iroas, God of Victory as the commander, so I do have some of the red samurai to add in. I have also seen Saskia the Unyielding as a commander option, which would open up ramp from green and tutoring/removal from black.
I'm not looking to make it tournament competitive, just stronger to actually hold their own on the board and pull out a win once in a while. Any advice would be greatly appreciated as I would love to be able to field this deck knowing it has a chance, rather than just hoping I get lucky with it.
Cheers
Thanks again
So our playgroup used to play instants in an opponent's turn whenever, so say I played Fleet Swallower, no one countered it, it resolved, and then before I did anything else an opponent would Swords to Plowshares it. One of our group has since told us this was wrong and we have to follow priority, and so as the card resolved, priority returns to me till I do anything else, at which point priority changes and it can be targeted with an instant.
The reason I'm here today is I've been re-watching Game Knights, more specifically #20. In this game, Mel plays Myr Battlesphere, it resolves, and in response, Kyle plays Consign to Dust, destroying the Battlesphere.
So, was this a misplay as by letting it resolve priority was passed back to Mel? Or is there still priority to opponent's when the card resolved and enters the battlefield?
Many thanks,
Charlie
My mate is planning to build a new Niv-Mizzet, Parun card draw deck, and has asked a question about no max hand size cards, specifically Thought Vessel, as he couldn’t find a ruling on it.
Obviously Thought Vessel says you no maximum hand size, is this only while the card in play? Or does it stay if it gets destroyed? Our mate who has more experience than us said it stays, but that doesn’t seem right to me, it sounds like this card is giving me that ability, so if it’s destroyed then I lose that ability, same for other cards like Reliquary Tower. Praetor’s Counsel specifically says no max hand size till end of game, which, although it’s a sorcery so won’t stick around, makes a clear statement that effects the rest of the game, unlike Thought Vessel.
Please clarify this for us, many thanks in advance,
Charlie
I tried googling for this but never really found a concrete answer, or one that didn’t involve lots of numbers with another combo piece like Parallel Lives where the numbers got confusing lol. So I’m building a Krenko, Mob Boss goblin tribal deck, and will be having Illusionist's Bracers in there, but I want to clarify how many goblins I’ll get using them both.
So say I have 5 goblins including Krenko, Mob Boss with Illusionist's Bracers, I tap Krenko to make 5 more tokens, do the bracers activate at the same time and only make 5 goblins? Or do they activate after the new goblins have entered, and so can then target all 10 to create another 10 for a total of 20?
This may seem like a silly question, but I wanted to be clear before I played it.
Cheers,
Charlie
Creature (24)
1x Adaptive Automaton
1x Araba Mothrider
1x Bushi Tenderfoot
1x Devoted Retainer
1x Hand of Honor
1x Indebted Samurai
1x Inner-Chamber Guard
1x Isamaru, Hound of Konda
1x Kentaro, the Smiling Cat
1x Kitsune Blademaster
1x Kitsune Dawnblade
1x Konda, Lord of Eiganjo
1x Konda's Hatamoto
1x Masako the Humorless
1x Metallic Mimic
1x Michiko Konda, Truth Seeker
1x Mothrider Samurai
1x Nagao, Bound by Honor
1x Opal-Eye, Konda's Yojimbo
1x Samurai Enforcers
1x Samurai of the Pale Curtain
1x Sensei Golden-Tail
1x Silverstorm Samurai
1x Sun Titan
Sorcery (5)
1x Day of Judgment
1x Mass Calcify
1x Open the Armory
1x Steelshaper's Gift
1x Terashi's Grasp
1x Call to Glory
1x Disenchant
1x Ethereal Haze
1x Hold the Line
1x Otherworldly Journey
1x Path to Exile
1x Reciprocate
1x Return to Dust
1x Swords to Plowshares
Planeswalker (1)
1x Ajani Steadfast
Artifact (15)
1x Caged Sun
1x Coat of Arms
1x Door of Destinies
1x General's Kabuto
1x Konda's Banner
1x Kusari-Gama
1x Lightning Greaves
1x No-Dachi
1x Oathkeeper, Takeno's Daisho
1x Pearl Medallion
1x Sol Ring
1x Sword of the Animist
1x Tatsumasa, the Dragon's Fang
1x Umezawa's Jitte
1x Vanquisher's Banner
Enchantment (8)
1x Always Watching
1x Brave the Sands
1x Cathars' Crusade
1x Day of Destiny
1x Ghostly Prison
1x Indomitable Will
1x Marshal's Anthem
1x Shared Triumph
1x Command Tower
1x Desert of the True
1x Eiganjo Castle
1x Emeria, The Sky Ruin
1x Kabira Crossroads
1x Opal Palace
1x Path of Ancestry
20x Plains
1x Reliquary Tower
1x Rogue's Passage
1x Sandstone Bridge
1x Sejiri Steppe
1x Tendo Ice Bridge
1x Unclaimed Territory
1x Unknown Shores
1x Vivid Meadow
1x Warped Landscape
1x Windbrisk Heights
Hello all,
Above is my currently mono coloured samurai tribal deck, I love the idea of having samurai on the board getting bigger when they block or are blocked, but I've never managed to win with them, and from what I can see from other similar threads on them, they're not considered to be that strong. However, there hasn't been a recent discussion about them that I can see, so I was wondering if there has been any new cards released that could actually make the samurai even slightly competitive?
Currently I have the deck as mono white, but did have it as red/white with Iroas, God of Victory as the commander, so I do have some of the red samurai to add in. I have also seen Saskia the Unyielding as a commander option, which would open up ramp from green and tutoring/removal from black.
I'm not looking to make it tournament competitive, just stronger to actually hold their own on the board and pull out a win once in a while. Any advice would be greatly appreciated as I would love to be able to field this deck knowing it has a chance, rather than just hoping I get lucky with it.