616.1 is irrelevant in situation 2. Deflection A is affecting Creature A, and Deflection B is affecting Creature B. Only one prevention effect is affecting each object.
There's nothing about seeing each others' triggers. A Hornet Queen with a Cathar's Crusade is so.
Queen ETB, you can stack her trigger and the Crusade trigger however you want.
Crusade, then Minions.
Minions ETB, 4 Crusade triggers.
All 5 crusade triggers resolve.
Queen is a 7/7, all minions are 6/6.
With Doubling Season, just double the values.
Minions ETB, 8 Crusade Triggers.
All 9 triggers resolve. 18 +1/+1 counters for each creature.
20/20 Queen and 8 minions that are 19/19 each.
Although this is mostly a strategy thing, there is a gem of rule to be had here.
The play you're talking about involved Increasing Savagery. A Tree of Redemption with 5 +1/+1 counters on it will have 18 toughness, and then can swap out with his life total so his life becomes 18. Let's say for this scenario that he was at 10 life when he activated the ability.
What makes it a smart play is layers. In the power and toughness-setting layers, setting to a specific value applies before counters. The Tree's toughness is set to 10 in a layer earlier than the +1/+1 counters apply. Even after the swap, the Tree has 15 toughness. Should he swap again, the tree's toughness will become his life total plus five. It's plus five every time, which is why the commentators called it a smart play.
Everything you're proposing is possible. Simply wait until your end step begins (the verbal shortcut would be 'during my end step, do x') and perform your action. The triggers will delay as you intend them to.
Yes. Cloudshift entails leaving the battlefield, which means the creature is a new object, which in turn means you have not controlled it continuously since your last untap.
Faith's Shield still targets even during Fateful Hour -- the Fateful Hour bit changes what happens when the spell resolves. You still need a target, and so Wild Defiance will trigger the one time.
Wild Defiance triggers when the Vapor Snag is cast and again when the Guile is cast. That's two triggers, and they will both happen regardless of what happens to the spells that caused them to trigger. Even though the Snag will be countered by game rules (target became illegal), that influences Wild Defiance not at all.
can I word at end of turn to keep the reactor on my turn with 19 counters on it to put one on at upkeep and win?
Unfortunately, that doesn't work. Things like Word of Seizing, that say "Until end of turn," wear off during the Cleanup Step, which you can't cast spells during. The game also creates extra cleanup steps as necessary, to finish ending all of those abilities.
You're thinking of cards that are templated "at the beginning of the next end step," which does persist to the end step of the next turn if cast/activated during an end step. As far as I know, there is no way to steal a Darksteel Reactor win trigger with a temporary change of control.
No. The land card literally becomes a creature also. There is no nebulous "creature" idea that appears and disappears. The land itself becomes a creature for the turn, and then stops. So if you tap the land for mana, and use that mana to make it into a creature, it will be tapped, because the land IS the creature.
Also, it does not have to be during your upkeep. You can activate Inkmoth Nexus whenever you so choose.
"Summoning Sickness" applies only to creatures. When you play your Inkmoth Nexus for turn, it is a Land. It can tap for mana as normal.
IF you played the Nexus this turn, and then turned it into a creature, it could no longer tap for mana or attack, because it has summoning sickness.
Any turn after the turn you play it, you can turn it into a creature and it will be able to attack and tap for mana (because you have controlled it continuously since your last upkeep).
It will stop being a creature at the end of each turn that you turn it into one. This does mean that you need to pay each turn to make it a creature, but also that it will avoid creature removal after the turn is completed.
edit: Also, it will be able to block whenever you animate it, because it doesn't matter how long you've controlled a creature for it to block -- only that it is untapped. (and for clarity's sake, yes you can activate it on your opponent's turn. normal activated ability)
You can't respond to him trying to cast the creature. Karador doesn't use a trigger, unlike unearth or any other Zombify-type effect. If you activate the Wretch's ability before he has the chance to cast for the turn (upkeep, when he plays a different spell, etc.), you can clear out his yard of some of the better options, but if he's already declared the cast, there's nothing Withered Wretch can do about it. (As above poster said, the card will be on the Stack, not in the Graveyard.)
I'm a big fan of the special quiz columns - I quiz myself on the regular ones too. I don't really expect myself to get 2HG or 'player-leaving-the-game' questions right, because those never really come up in standard, which is the only opportunity i really have for judging.
However, I recall in the past 2HG recognized each player having a life total equal to half of the shared life. Is that a relic of the past, or is that still pertinent for things like Zendikar vampires and their '10 life or less' conditions?
While we're talking about this Metamorph/Emrakul nonsense, I thought about Blightsteel Colossus. Because it's a replacement effect ("instead"), would Metamorph be shuffled into the library? I'm thinking yes.
assuming you had Leonin Shikari, yes. The equipment is still yours and you can change its equip.
Queen ETB, you can stack her trigger and the Crusade trigger however you want.
Crusade, then Minions.
Minions ETB, 4 Crusade triggers.
All 5 crusade triggers resolve.
Queen is a 7/7, all minions are 6/6.
With Doubling Season, just double the values.
Minions ETB, 8 Crusade Triggers.
All 9 triggers resolve. 18 +1/+1 counters for each creature.
20/20 Queen and 8 minions that are 19/19 each.
The play you're talking about involved Increasing Savagery. A Tree of Redemption with 5 +1/+1 counters on it will have 18 toughness, and then can swap out with his life total so his life becomes 18. Let's say for this scenario that he was at 10 life when he activated the ability.
What makes it a smart play is layers. In the power and toughness-setting layers, setting to a specific value applies before counters. The Tree's toughness is set to 10 in a layer earlier than the +1/+1 counters apply. Even after the swap, the Tree has 15 toughness. Should he swap again, the tree's toughness will become his life total plus five. It's plus five every time, which is why the commentators called it a smart play.
It does indeed have summoning sickness.
Wild Defiance triggers when the Vapor Snag is cast and again when the Guile is cast. That's two triggers, and they will both happen regardless of what happens to the spells that caused them to trigger. Even though the Snag will be countered by game rules (target became illegal), that influences Wild Defiance not at all.
Unfortunately, that doesn't work. Things like Word of Seizing, that say "Until end of turn," wear off during the Cleanup Step, which you can't cast spells during. The game also creates extra cleanup steps as necessary, to finish ending all of those abilities.
You're thinking of cards that are templated "at the beginning of the next end step," which does persist to the end step of the next turn if cast/activated during an end step. As far as I know, there is no way to steal a Darksteel Reactor win trigger with a temporary change of control.
Also, it does not have to be during your upkeep. You can activate Inkmoth Nexus whenever you so choose.
IF you played the Nexus this turn, and then turned it into a creature, it could no longer tap for mana or attack, because it has summoning sickness.
Any turn after the turn you play it, you can turn it into a creature and it will be able to attack and tap for mana (because you have controlled it continuously since your last upkeep).
It will stop being a creature at the end of each turn that you turn it into one. This does mean that you need to pay each turn to make it a creature, but also that it will avoid creature removal after the turn is completed.
edit: Also, it will be able to block whenever you animate it, because it doesn't matter how long you've controlled a creature for it to block -- only that it is untapped. (and for clarity's sake, yes you can activate it on your opponent's turn. normal activated ability)
I'm a big fan of the special quiz columns - I quiz myself on the regular ones too. I don't really expect myself to get 2HG or 'player-leaving-the-game' questions right, because those never really come up in standard, which is the only opportunity i really have for judging.
However, I recall in the past 2HG recognized each player having a life total equal to half of the shared life. Is that a relic of the past, or is that still pertinent for things like Zendikar vampires and their '10 life or less' conditions?