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  • posted a message on Hideaway
    I'd like to add my two cents here. I find it most helpful to think in terms of permissions and restrictions, and being clear about whether an effect grants a permission or imposes a restriction, because (due to the "Can't beats can" rule) restrictions overrule permissions.

    The normal timing rules are not timing restrictions. They are timing permissions. Take, for example, the rule for playing Sorceries:

    Quote from CR212.7a »

    212.7a A player who has priority may play a sorcery card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a sorcery as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")


    Note that due to the conspicuous absence of the word "only" in this rule, this is a permission, not a restriction. (If the rule would say that you can ONLY do this at those times, that would be a restriction, because "can only if X" is the same as "can't unless X".)

    The restriction that normally keeps players from playing Sorceries at other times is this rule:
    Quote from CR408.1a »

    408.1a Spells and activated abilities can be played only at certain times and follow a set of rules for doing so.


    Basically, this is a soft restriction that says you can't play spells/abilities unless you have permission to do so. It's soft, because it can be overruled simply by giving a player a permission that the rules don't. Contrast this with the hard restriction against playing lands on another player's turn:
    Quote from CR212.6d »

    212.6d A player can't play a land, for any reason, if it isn't his or her turn. Ignore any part of an effect that instructs a player to do so. Similarly, a player can't play a land, for any reason, if that player has used all of his or her land plays for that turn. Ignore any part of an effect that instructs a player to do so.

    This restriction is hard because it could only be overruled by a card directly contradicting this rule.

    The bottom-line is that effects that instruct a player to play something "right now" give the player permission to do so. This permission is in addition to the normal permissions that are given by the rules, but it doesn't override the rules. It extends them.

    It is crucial to understand that such an effect will not override any restrictions: You can't use Windbrisk Heights to play a Dryad Arbor on your opponent's turn. You can't play anything with Windbrisk Heights at any time if your opponent controls Teferi, Mage of Zhalfir. If Rule of Law is in play and you've already played a spell, Windbrisk Heights can't help you either. Et cetera.

    The only "restrictions" that "play this now" effects can override are the normal timing rules, and that's only because, as I hopefully made clear, the normal timing rules aren't actually restrictions at all.

    Hope this helps.

    Quote from necrogenesis
    A related question: Consider a card like Knacksaw Clique. I believe that if you reveal a sorcery card on your opponent's turn, you cannot play that card, even though the Clique specifically says you may play that card until end of turn. Is that right?


    That's correct, because the ability does not instruct the player to play the card during resolution. It creates a continuous effect until end of turn that changes FROM WHERE the card can be played, but it doesn't affect WHEN the card can be played.

    If you have the last post in a thread and need to add to it, please use the edit button instead of double-posting.--Binary

    Duly noted, and when that's actually what's going on, I will do so. In this particular case, I was making a reply to the thread in general. While I wrote that reply, necrogenesis posted a separate question. I then posted a reply specifically to that separate question.--CarstenHaese
    Posted in: Magic Rulings Archives
  • posted a message on Oversoul of Dusk, Scrapbasket, and Fists
    Quote from Jaharu
    Say I have an Oversoul of Dusk in play. My opponant has a Scrapbasket with Fists of the Demigod attached. Say he attacks with a colorless Scrapbasket, and I get Oversoul as a blocker. With Damage on, he makes it all colors. Someone ruled that it would get -1/-1 counters. Does that happen, or does the color of the permanent check as the damage resolves, leaving the Oversoul unmarked?


    The source is checked for Wither as damage is dealt, and at that time, Scrapbasket has Wither, so the Oversoul would get counters if it were dealt damage by the Scrapbasket. However, Oversoul has protection from various colors, so the damage is prevented.
    Posted in: Magic Rulings Archives
  • posted a message on Fog Patch + Lure or Taunting Elf
    Fog Patch can only be played in the Declare Blockers step. Priority is only given in the Declare Blockers step after blockers have been declared, so at the time that the defending player could play Fog Patch, the bait has already been blocked by everything that is able to block.
    Posted in: Magic Rulings Archives
  • posted a message on Thought Reflection
    Quote from Darklightz
    Here's a couple questions about Thought Reflection

    1 : Does it trigger for each card draw or each drawing effect? Ex : If I play Counsel of the Soratami with Thought Reflection in play, do I draw 3 or 4 cards?

    2 : How does 2 Thought Reflection interact with each other? Do they just double my card draw again?


    1. Thought Reflection replaces each card draw with two card draws. (It's a replacement effect, not a triggered ability.) You will draw 4 cards.

    2. Each Thought Reflection doubles the number of card draws, so each card draw is ultimately replaced with 4 card draws. With three Thought Reflections, each card draw is replaced with 8 card draws.
    Posted in: Magic Rulings Archives
  • posted a message on hi i m new to MTG can some1 ans my Q :)
    Quote from wind&cloud
    i has a card names --> "Arcbound Wanderer" Cost:6 Mana, Modular-Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

    Q1. May i know what it mean by Modular-Sunburst ?
    Q2. This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. Is that mean it has 6/6 ?
    Q3. If i use 3 color only to cast (3*2)6 mana, mean it only has 3/3 ?
    Q4. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature. So if Arcbound Wanderer has 6/6 when it is put in to graveyard all the 6/6 will add on to an other Artifact Creature right ? so it Arcbound Stinger has 2/2 it self + the 6/6 total is 8/8 right ?
    Q5. May i know this kind of cards ---> "Arcbound Wanderer" Artifact Creature with Modular n his mana is no color, which kind of land should i use is the best ?


    1. The reminder text on the card helps: Modular means "When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature." Sunburst means "This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost."

    2. No. There are only five different colors in Magic, so the highest number of different colors you can use is five, which would make it 5/5. (Edit: Note that "colorless" is not a color.)

    3. Yes. If you pay for it with, for example, WWUUGG, it gets three counters from Sunburst.

    4. Yes, you get to put all its +1/+1 counters onto another artifact creature. If it somehow had 6 on it (which can't be from Sunburst alone as I pointed out above), you can put 6 +1/+1 counters onto another artifact creature, which would turn a 2/2 into an 8/8.

    5. I don't understand your question, but I don't think there's a question about the rules in there. Feel free to clarify.
    Posted in: Magic Rulings Archives
  • posted a message on Copy That
    1. You'll look for cards named Cloudpost, since the name is part of the copiable values that Vesuva copies.

    2. The copy is a spell, so yes, it can be Quashed. And yes, you will then remove all cards named Ancestral Recall from your opponent's graveyard, hand, and library.
    Posted in: Magic Rulings Archives
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