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  • posted a message on sundial of the infinite plus final fortune?
    Yes, it does. Final Fortune is worded "Take an extra turn after this one. At the beginning of that turn's end step, you lose the game." This sets up a delayed trigger that will go off at that turn's End Step. If that End Step never occurs because the turn ends before it comes, or if the Sundial is activated in response to that ability and it never resolves, then the game will proceed to the next turn. Because that triggered ability is only for "that turn's end step", it will not retrigger in the future, even if it never triggered during that turn.
    Posted in: Magic Rulings Archives
  • posted a message on Jotun Grunt's Cummualtive Upkeep
    You could not even remove the one card as partial cost payment is not allowed. You will have to sacrifice the Grunt. (Unless you have two cards in your own graveyard that you'd like to remove.)
    Posted in: Magic Rulings Archives
  • posted a message on Mishra's Factories and Rings of Brighthearth
    The Factory will still be a 3/3. The 2/2 setting ability comes in an earlier layer than P/T boosting, so it will not "overwrite" it.

    (Probably better to copy the pump ability instead anyway!)
    Posted in: Magic Rulings Archives
  • posted a message on New deathtouch rule and trample
    Quote from Marauder21
    So I know that with the new m11 update to deathtouch a creature with deathtouch and trample only needs to assign 1 damage to each blocker regardless of its toughness and then can trample the rest over, but if you have two creatures with trample attacking and one of them has deathtouch and your opponent blocks both with a Palace Guard, how much damage needs to be assigned to the Palace guard?

    Lets say both attacking creatures are 5/5 and one has deathtouch. Do I assign 1 damage with the deathtouch creature and then trample 9 damage over, or do I have to assign 1 deathtouch and then 3 regular damage, or just 4 regular damage?

    Would the answer be different if both of the trample creatures had deathtouch?

    You choose the order in which you assign the attacking creatures' damage, so it's your up to you. If you assign the damage of the non-deathtouch creature first, you will have to assign at least four damage to the Palace Guard, leaving up to one left for the player. After that, the deathtouch creature could assign all five damage to the player since the Palace Guard has lethal damage already assigned to it. On the other hand, if you assign the deathtouch creature's damage first, then the Palace Guard need only be assigned one damage. The player could then be assigned the remaining four from the deathtouch creature and all five from the non-deathtouch creature.
    Posted in: Magic Rulings Archives
  • posted a message on Arcane Denial mistakes
    Quote from epeeguy
    Well, there are two different delayed triggered abilities involved. One for Player A and one for Player B, though Player B (who cast Arcane Denial) controls both triggers. And each has different issues.

    The delayed trigger for Player B is pretty straight forward. There's no choice in drawing a card and drawing a card results in a zone change, so the "fourth" remedy applies. That delayed trigger has to be put onto the stack if caught within a turn cycle. (Otherwise, it gets skipped.)

    The delayed trigger for Player A is a bit trickier. While it is true that the trigger is optional (not only in the "may", but also "how many"), the problem is that it's Player B's trigger and yet involves Player A's choice. As a result, the "fourth" remedy still applies:

    If the trigger requires a choice that does not have a default action, requires a choice made by another player, or requires no choice, but will have an effect on the visual representation of the game, and the error is caught within the scope of a turn cycle (see below for definition), place the forgotten ability on the stack.

    It would be true that has this been Player B's trigger and Player B made the choice, that the presumption would be that Player B simply chose not to perform the instruction. But this isn't true since it's Player A's choice.

    Actually, if you look at the first clause, it doesn't specify that the "may" choice has to be by the controller of the trigger. As such, it is my belief that the first clause "short-circuits" the other clauses in this case. This may be easier to think of if you look at it as an if->else if->else if->else... structure, such as are often encountered in programming. A quick poll in #mtgjudge supports this interpretation, but I would welcome [O]fficial confirmation if such is available here.
    Posted in: Magic Rulings Archives
  • posted a message on Arcane Denial mistakes
    Quote from Redbeastmage
    Player b would likely get to draw the card if the error was noticed within the turn cycle. He would also get a warning at competitive or higher REL

    You're forgetting that the Arcane Denial trigger is a "may" trigger. No warning, no draw.
    Posted in: Magic Rulings Archives
  • posted a message on Academy Rector (Graveyard Trigger)
    No. Leaves-the-battlefield triggers trigger based on their existence before the event. Since at that point the Rector does not have the ability, the ability is not around to trigger. It will go to the graveyard and stay there.

    If it said, "When Academy Rector is put into a graveyard from anywhere", then the ability would still function even with Humility in play as this would trigger from the graveyard and not the battlefield.
    Posted in: Magic Rulings Archives
  • posted a message on Vedalken Ghoul
    Quote from KilnmouthDragon
    If Vedalken Ghoul is blocked by 2 creatures does it deal 8 damage or 4?

    It deals four. If it said "becomes blocked by a creature" rather than "becomes blocked" it would deal 8.

    edit: Didn't read the card carefully. It actually doesn't deal any damage, but it causes the player to lose 4 life.
    Posted in: Magic Rulings Archives
  • posted a message on Morphing Grounds?
    Quote from 13055
    Hey. If I have a face-down creature (say, Akroma, Angel of Fury) and a Training Grounds out, does the Morph cost get lowered by 2 (from 3RRR to 1RRR)? I think it does, but I can see an argument that the face-down card technically doesn't have the activated ability, it's the card it becomes that does...

    Help?

    You said it. The morph ability is a static ability, not an activated one. Training Grounds will have no effect on it.
    Posted in: Magic Rulings Archives
  • posted a message on Some rule questions...
    Quote from cello15
    As a relatively new player, i have encountered a lot of rule problems while playing with my brother and dad.

    Here's a few:

    1. Can chain reaction effect a creature with protection from red?

    No, protection prevents damage from red sources, so the creature will not be damaged. It will however still be counted.

    2. Can you block a creature with more than one creature?
    2.5. If so, how does that work?
    Yes, you can block a creature with any number of blockers. You choose any number of untapped creatures you control and declare them to be blocking a particular attacker. Your opponent then puts the creatures in an order in which he will assign damage. During the combat damage step, he must assign at least lethal damage to each creature in the order before he moves on to the next creature.

    3. Does the spell that Swerve targets have to have only one target in total?
    Yes, that's what the "with a single target" means. Whatever you change the target to must also be a legal target for the spell.
    Posted in: Magic Rulings Archives
  • posted a message on A tournament rulings hypothetical.
    Quote from Jenesis
    In some bizarre Constructed format where Phage the Untouchable is actually playable, Alvin and Betty are playing a game.

    Betty casts Living End. Alvin returns his Japanese textless alternate art Phage the Untouchable, the only creature card in his graveyard, to the battlefield, and both players miss the trigger. Betty ends her turn.
    Alvin casts Plague Wind, killing Betty's creatures. He attacks and deals combat damage to Betty with Phage, and again both players miss the trigger. He ends his turn.
    Betty draws, plays a land, and ends her turn.
    During Alvin's next turn, Betty realizes, "Wait a minute, that's Phage?"
    "...Judge!"

    Is the game effectively a draw?
    What if Betty was at 4 life and caught the error immediately after marking her life total down to 0?

    It's a non-optional missed trigger with a visible effect on the game, so if it is caught within a turn cycle, it is immediately put onto the stack. A turn cycle in this case would be up at the end of Alvin's End-of-Combat step, since his Combat Damage step is when Phage last triggered. The turn cycle in which Phage triggered from entering the game ended during Betty's turn in which she did nothing but play a land.
    Posted in: Magic Rulings Archives
  • posted a message on rogues
    Prowl is an alternate cost so Frogtosser can reduce it. Cloak and Dagger is a Rogue, so its cost is reduced as well. However, Bannerets only reduce by 1, so they cannot reduce Stinger's cost of B at all as it has no generic mana cost.
    Posted in: Magic Rulings Archives
  • posted a message on Multiplayer and Zendikar "10 life or less" Vampire effects
    Another way to look at this is that static abilities cannot use Last-Known Information. An one-shot effect that referenced a player's life total as information (I can't think of one off hand) would use the last known value, but static effects cannot make that reference.
    Posted in: Magic Rulings Archives
  • posted a message on When does a creature's toughness return to the printed value?
    Damage does not reduce toughness, the toughness remains the same. However, damage is removed from a creature either when it regenerates or during the cleanup step of the turn, which is the last step of a turn. And yes, you could kill the Wurm in that way.
    Posted in: Magic Rulings Archives
  • posted a message on Vamp Hex Mage vs Trample
    The Baloth will assign 12 damage to the defending player. Trample says that you must assign lethal damage (or more) to all blockers, and then you assign any remaining damage to the defending player. Since there are no blockers, all of the damage goes through.
    Posted in: Magic Rulings Archives
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