"Enough was assign to kill it", should state "enough was assign that would kill it (not counting damage prevention/redirection)"
The issue with how much you HAVE to assign and how much you WANT to assign occurs when you i.e. have a Samite Healer on the board. You could assign all 7 trample damage to the player (since the palace guard already is receiving 4 from the baloth), but you want to assign 1 to the guard to avoid the Samite Healer from saving the palace guard (not counting Ghostly Possession - which I must admit I forgot here)
Magnetic Theft saids in the reminder text that control of the equipment does not change, meaning that you would retain control of equipment and the creature when it transforms. The fact that another player's creature is using the equipment is irrelevant (although a cool trick btw).
Yes, you can select how much damage you want the trampling attacker to assign to the blocking creature, as long as "enough was assigned to kill it" (taking into account the above). Otherwise damage prevention/redirection would be absurbly powerful.
ubernostrum you need to clairify this: So from what I understand, using a three-pile shuffle is illegal and will get you DQ'd - IF your opponent was stacking his deck? I don't understand...
It's like saying that I suspect my opponent has put some card in his bottom half, and I cut deliberatly only the top few cards to avoid him hitting that card - is that cheating?
Either the method of shuffling/cutting is legal, or illegal...
Yes, that is exactly what that means. The legendary rule looks at the name of the permanent, and compares to other cards with the same name (and whether they also are legendary). The copy of the Geist has another name, so they will not be affected by the legendary rule.
Do note that when you call a step back for tapping an attacker, then the attacking player can change his/her mind about which creatures hw/she will attack with. Thus the attacking player is not bound to attack with any creatures he/she attacked with before the defending player wanted to step back into "beginning of combat".
A good example of triggered ability that prevents the use of a "sorcery speed" activation is soul warden which triggers when the mind slash (edit:if it had been a creature, and not an enchantment that is) enters the battlefield. In this case an opponent could bolt/kill the slash before it could be used. There are lots of creatures that do this kind of things.
Edit 2: switch soul warden with confusion in the ranks, which seems to be the only card that can do this.
No, for several reasons.
1. face-down outside of play is different from face-down on the battlefield.
2. the hideaway land instructs you to play the card, so it will enter the battlefield face up anyway (you cannot play it face-down).
Do note that the trigger is not put on the stack immediatly when someone states a target. The trigger will wait until the next time a player would receive priority. this is important when figuring out the order of things (on the stack). The spell or ability would select its targets, pay its cost and place the spell/ability on the stack before the trigger is placed on the stack.
Oh, and by the way: I hope someone fires Maro once and for all. Everytime something like this happens, I notice his name is somehow connected to the problem. There seems to be a fundamental divide between the consumers of the product and the designers of it; Perhaps bringing back Richard Garfield or employing people from the boardgaming industry might be a good idea? Magic is no longer an innovator, so much is clear.
He-he, wasn't Richard Garfield on the design team for Innistrad? So your entrie line of argument here is positivly wrong. Although I agree that the execution of the transform mechanic is poor, there may have been no other solution to it. If it was up to me I may have skipped the concept entirely, but then again I don't get paid lots of money to create Magic sets (these guys do).
You are correct for 1 and 2. 3 however you would only get one nether shadow, since it requires 3 creature cards above it (not counting itself) to be returned.
Yes you were. Cards that have a trigger on something heading for the graveyard (or any other zone for that matter), will trigger when they are moved together with any other cards. We do this automatically for things that say "when a creature dies, gain life/drain life or whatever", and someone plays a day of judgement. The same reasoning applies in this case.
Do note that Martyr's bond wont do much in this case, since all their stuff (except lands) will head for the graveyard aswell. Karmic Justice on the other hand will have a blast popping lands all over the place (well two at least).
Rule 603.6d covers this
603.6d Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially because the object with the ability may no longer be on the battlefield, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to “look back in time” to determine if these abilities trigger. Leaves-the-battlefield abilities, abilities that trigger when a permanent phases out, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, abilities that trigger when a player loses control of an object, and abilities that trigger when a player planeswalks away from a plane will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward.
Example:
Two creatures are on the battlefield along with an artifact that has the ability
“Whenever a creature is put into a graveyard from the battlefield, you gain 1 life.” Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.
The issue with how much you HAVE to assign and how much you WANT to assign occurs when you i.e. have a Samite Healer on the board. You could assign all 7 trample damage to the player (since the palace guard already is receiving 4 from the baloth), but you want to assign 1 to the guard to avoid the Samite Healer from saving the palace guard (not counting Ghostly Possession - which I must admit I forgot here)
Actually it is a 5/5 for 3
It's like saying that I suspect my opponent has put some card in his bottom half, and I cut deliberatly only the top few cards to avoid him hitting that card - is that cheating?
Either the method of shuffling/cutting is legal, or illegal...
Edit 2: switch soul warden with confusion in the ranks, which seems to be the only card that can do this.
1. face-down outside of play is different from face-down on the battlefield.
2. the hideaway land instructs you to play the card, so it will enter the battlefield face up anyway (you cannot play it face-down).
He-he, wasn't Richard Garfield on the design team for Innistrad? So your entrie line of argument here is positivly wrong. Although I agree that the execution of the transform mechanic is poor, there may have been no other solution to it. If it was up to me I may have skipped the concept entirely, but then again I don't get paid lots of money to create Magic sets (these guys do).
Do note that Martyr's bond wont do much in this case, since all their stuff (except lands) will head for the graveyard aswell. Karmic Justice on the other hand will have a blast popping lands all over the place (well two at least).
Rule 603.6d covers this
Example: