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  • posted a message on Declare attacking rulings
    Quote from Rishadan Port
    say if i own a goblin guide i attacked with it and my opponent says OK and he receives the damage, i responded and cast mutagenic growth to the said goblin. Is my opponent allowed to cast go for the throat and end my poor goblin's life?

    thanks


    Yes, your opponent can respond to your Mutagenic Growth with Go for the Throat. GftT will resolve and destroy your Goblin Guide, then Mutagenic Growth will be countered as it's target is now illegal.
    Posted in: Magic Rulings Archives
  • posted a message on Surprise Deployment
    Quote from Hoodoo
    Both effects? Yes, but only if you do it right. You'll have to drop it in with the Deployment during your opponent's end step. During the cleanup step, they'll have a hand size of 0 [most likely] and discard to 0. Then, both Surprise Deployment's delayed trigger and Jin's "Draw 7" trigger will fire at the beginning of YOUR end step. You stack them as you like, so you'll draw 7 cards then bounce it, or bounce it then draw 7.


    Just to be clear, this does not work with Surprise Deployment, as already stated, but this quoted answer would be correct if you instead substitute a Sneak Attack activation in place of the Deployment (and of course the EoT trigger is sac, not bounce).
    Posted in: Magic Rulings Archives
  • posted a message on Obligation to pointing out missed triggers and rules misinterpretations?
    Quote from jaykay
    ok thanks for the answer Hoodoo

    1 more scenario:
    Supposed a player forgets to pay a pact's triggered ability, and his opponent also forgets but in the next few turns he realizes and calls a judge. what happens then?


    Depends. It's treated just like any other Missed Trigger - if it's within a turn cycle, we typically put it on the stack right away. If it's been more than a turn, we don't.
    Posted in: Magic Rulings Archives
  • posted a message on Upkeep Stack And Triggered abilties?
    Quote from sketchygio
    Hi all,
    I'm new to the forums. I have a pretty good understanding of everything magic and the stack, but there is an instance where I think I triggered an upkeep ability that should not have been triggered. I've been reading the "comprehensive" rules, but I only comprehend so much.

    So here's the deal.
    I have 7 Life left and it is my upkeep.
    I control Convalescent Care
    My opponent controls Emberwile Djinn

    I played it out that Convalescent Care goes on the stack at the beginning of mu upkeep to check if I have 5 life or less. Before its ability resolves, I payed 2 life to take control of Emberwilde Djinn. As Djinn's ability resolves, I lose 2 life and then Convalescent care checks again to see if I have 5 life and resolves, activating its effects.

    After re-reading the rules I think I realized that I could never actually put ConvaCare on the stack as its triggering conditions were never met during this upkeep to begin with, since life was lost as the stack resolves and the upkeep step ends. I thought I could just activate all upkeep abilities in my control in any order, but I'm doubting myself now. Can anyone clear up my ideas?


    You are correct; the point where ConvaCare could have triggered is already past by this point, changing your life total won't making the Care retroactively trigger.
    Posted in: Magic Rulings Archives
  • posted a message on Copied Legends
    Quote from FponkDamn
    If I cast a kicked Rite of Replication on an Ascendant Evincar, will all non-black creatures get the additional -5/-5 before my dudes kick it?


    Yes. When Rite resolves, SBAs are checked. All 6 Ascendant Evincars will be put into their graveyards, and any non-black creature that can't survive -6/-6 will as well.
    Posted in: Magic Rulings Archives
  • posted a message on 15-Proxy Vintage for a Mox Ruby June 11th Durham, NC
    Sci-Fi Genre Comics & Games (http://www.scifigenre.com/store) is pleased to announce our third Vintage event, with some pretty cool singles going to the winners! We'd had two excellent events now, both going over 30 players, so we decided it was time to up the ante a little bit. Show up, play some Real Magic(tm), and win some hot pieces of Vintage and Legacy cardstock!
    • When: Saturday, June 11th, 2011. Doors open and registration begins at 10AM, with the event starting at 11AM.
    • Where: Sci-Fi Genre Comics & Games - 3215 Old Chapel Hill Rd, Durham, NC 27707 - (919) 490-7900 (Please park behind the store)
    • What: Unsanctioned Vintage Constructed, with up to fifteen (15) proxies (see below). Number of rounds of Swiss determined by entries, and with 16+ players there will be a cut to top 8. Deck lists will be required. and we may be recording video of feature matches and the top 8 (check out November's videos on YouTube).
    • Entry: $25, cash or credit card.
    • Prizes: Guaranteed; see below. We're also doing random door prizes starting in round two, giving out older FNM and WNM foils, maybe a playmat or some deck boxes, or whatever other random Magic stuff we've got hanging around.
    The prizes will be guaranteed based on turnout:

    8+ Players
    1st: Mox Ruby(Unlimited)
    2nd: 4x Force of Will
    3rd: Chinese Jace, the Mind Sculptor
    4th: Foil Sword of Fire and Ice & Foil Sword of Feast and Famine

    48+ Players (this number subject to change)
    5th: Coming Soon
    6th: Coming Soon
    7th: Coming Soon
    8th: Coming Soon
    That's right, regardless of turnout, we will be giving away a Mox Ruby to first place.

    Since we want this event to be available to as many people as possible, we are allowing players up to fifteen proxies per deck. The rules for the proxies are, we hope, pretty straightforward and based on common sense.
    • Up to fifteen (15) proxies per deck, no more.
    • It is the judges' discretion as to whether or not any given proxy is allowed; if you have any concern, we will have a "proxy check" table set up before the event, and they'll have a bunch of basic land and Sharpies in the event that some or all of your proxies don't meet their approval.
    • It should be immediately clear to your opponent and any passersby what any proxied card is supposed to be.
    • No substitution lists ("Every Counterspell in my deck is supposed to be Mana Drain.")
    • No slips of paper in sleeves, even if glued to the card -- they can affect the thickness and rigidity, which affects randomization.
    • No Collectors' Edition, even if you've trimmed down the corners.
    • Acetone is cheap and easy to use to erase cards, with some masking tape, Q-Tips, cotton balls, and ventilation.
    • Try to use cards with as many attributes -- type, mana cost, etc. -- that match the card you're proxying as possible.
    • You may also use a fine-point Sharpie to write on the back of a card, so long as the sleeves you are using are completely opaque, and you write clearly. These proxies and your sleeves should definitely be checked by the Head Judge before shuffling up. Please don't just write the card name on the front of a card -- it can be too easy for your opponent across the table to mistake your Mox Ruby for the Mountain on which you've written. Also, the more information you include, the better; at the very least, you'll want name (of course), mana cost, types/subtypes, and power/toughness if it's a creature.
    If you have any questions or comments, please let me know either in this thread, via PM, or email to dartarus{at}gmail.com. Let's have another great Vintage event!
    Posted in: Upcoming Events
  • posted a message on What happens when I counterspell a spell with Epic?
    Quote from Evenpence
    If I cast Eternal Dominion, which is Counterspell'd by an opponent, what happens?

    Up until three weeks ago, our playgroup understood the entire spell to be countered, and just like any spell would be put into the graveyard without anything additional happening.

    I played a game of Cockatrice where my opponent explained that even if Eternal Dominion is countered, the Epic trigger still goes on the stack and resolves separately (similar to how Storm works).

    So unless I Stifle the Eternal Dominion, the Epic ability will still resolve.

    Is one of these scenarios correct, or neither?

    P.S. I apologize in advance for not being able to do my research correctly on this, normally I'm able to find answers pretty quickly and don't need to come to this forum for help, but my search of the comprehensive rules has yielded me nothing when searching for Epic. I'm probably just blind.


    You were correct originally. If the spell with Epic is countered, none of it happens, including the Epic portion. There is nothing about Epic that triggers upon casting the spell.
    Posted in: Magic Rulings Archives
  • posted a message on Thought Hemorrhage and Tarmogoyf
    Quote from axn
    at a sanctioned event ...you should go find a judge


    ...I feel the need to speak up here - please do not leave your table to find a judge. You can call us over, we'll happily come to you. Randomly getting up from your match and wandering the venue looking for one of us is not a good idea. :-P
    Posted in: Magic Rulings Archives
  • posted a message on Squadron Hawk question
    Quote from Stabulous
    You can have more than 7 cards in your hand at almost any time. There is no such thing as "not enough room." The only time you can't have more cards than your maximum hand size is during the cleanup step, at which point you must discard.


    Probably being a bit too nitpicky here, but I see this question again and again - what Stabulous meant to say was YOUR cleanup step. Having more than seven cards in your hand at the end of someone else's turn is fine, you do not have to discard down to seven at the end of your opponent's turn.
    Posted in: Magic Rulings Archives
  • posted a message on Pyromancer Ascension Question
    Quote from Amugaba
    If I cast Fire//Ice choosing Fire, then immediately cast another choosing Ice, does Pyromancer Ascensionstill get a counter?


    Immediately? No. If you wait until the first one resolves, then yes, as Ice will be in your graveyard. On the stack, it's only whichever half you're casting. Anywhere else, the game sees both halves of a split card.
    Posted in: Magic Rulings Archives
  • posted a message on Doublestrike and Trample, How does it work?
    Quote from zlforster
    So, to recap 7/1 Doublestriking trapmpler is blocked by a 1/1 it does 13 damage to player correct?


    Assuming you only assign 1 damage to the blocking creature in the First Strike damage step. While you only have to assign damage equal to the blocking creatures toughness (minus any damage already marked on it this turn) you can choose to assign more if you wanted to.
    Posted in: Magic Rulings Archives
  • posted a message on Lifelink Questions
    Quote from Eavath
    Sorry to keep asking questions, but they do branch off. If the Horned Cheetah had Armadillo Cloak... Both would trigger again, right?


    Correct, triggered abilities are (usually) never redundant, both will trigger.

    Do be careful to check Gatherer for updating wordings on cards with these abilities; years ago, lifelink /used/ to be a triggered ability like that of the Cheetah and the Cloak. (See various printings of Loxodon Warhammer for an example of what I mean.)
    Posted in: Magic Rulings Archives
  • posted a message on Lifelink Questions
    Quote from Eavath
    Okay, I understand it now. So giving the Horned Cheetah the Behemoth Sledge will net me a total of 8 life, because they're two separate types of abilities. You guys are awesome ^^


    Correct - the lifelink from the Sledge will gain you 4 life when the Cheetah's damage resolves, which will trigger the Cheetah's own ability. When that resolves, you'll gain another 4 life.
    Posted in: Magic Rulings Archives
  • posted a message on Lifelink Questions
    Quote from Eavath
    I got a couple lifelink questions because I want to make sure I understand these things I've thought of.

    1) Divinity of Pride with a Behemoth Sledge. He's a 10/10 with Lifelink from himself and from the Sledge. Would I gain 20 life?

    2) What is the different between Lifelink and "Whenever ~ deals damage, you gain that much life."?


    Lifelink is a static ability that modifies how damage is dealt. Multiple instances of lifelink are redundant. a Divinity of Pride wearing a Behemoth Sledge will cause you to gain 10 life when damage resolves.

    Horned Cheetah's ability is a triggered ability.
    Posted in: Magic Rulings Archives
  • posted a message on Two Hawks, Sword of FaF and Tumble Magnet
    Quote from tsmiley
    Thanks! I guess the second question would be If I worded it as attempt to end precombat main phase, and he used the tumble magnet then; would I be able to move the equipment?


    Yes, that works. You attempted to leave the Main Phase, and he did something. After whatever he does resolves, it's now still your Main Phase; you can't change steps or phases without both players passing priority over an empty stack.
    Posted in: Magic Rulings Archives
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