But doesn't temple produce colorless mana and not generic? And isn't it TKS , turn two that the issue? And chalice does it stop chalice???chalice is set at one not zero.
If your opponent is tapping Eldrazi Temple for two colorless mana and spending that mana to cast Thought-Knot Seer, then by definition mana was spent to cast it and Nix will not counter it.
Serra wasn't killed by a planeswalker in a grandiose duel. She was killed by a robber who wanted her wedding band. Serra could have easily fought back, but decided against it in order to be reunited with Feroz.
Scenario #1 I fully understand. #2 I need a little more clarification. Why does Gideon loose loyalty, if the wild slashes are targeting a 5/5 creature with indestructible? Wouldn't it be a 5/1 for that turn? and does ferocious always supersede? Even if I play for example Winds of qal sisma ?
This has nothing to do with ferocious. One of the Golden Rules of Magic is:
101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.
Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play land cards this turn,” the effect that precludes you from playing lands wins.
'Can't' always beats 'can'. Wild Slash (with the Ferocious condition fulfilled) says that damage can't be prevented, so any other effects that attempt to prevent damage that turn will fail.
Fogwatch Sentinel - When paired with another Emerge creature (a second Fogwatch Sentinel?), this gives you infinite Fogs, at common no less. Haven't seen the rest of the set, but is there going to be a way to break this soft lock?
At 4 mana and with the "If you control more creatures than each opponent, draw a card." clause, this is WAY better than Inspiration, even at sorcery speed. Drawing three cards for 4 mana is rather cheap for green. Making this a sorcery would help for sure.
That leaves you with Harmonize, but you need to jump through hoops to get there. :/
Channel is already an ability word (not an ability) that was used in Saviors of Kamigawa.
If channel only has one trigger, why not just spell it out?
Inform
U
Enchantment - Aura
Enchant creature
When you cast Inform, draw a card
When enchanted creature becomes blocked, sacrifice Inform. If you do, draw a card.
Silence need not be changed for any reason. People need to simply gain the ability to read words and understand their meaning within a given context. A 4th grader who has knowledge of the rules of the game would have no problem understanding the effect of this card; if you know how to play Magic, and know how to read, there should be zero circumstances where the effect of Silence is anything but linear, understandable, and clear as to what the card does.
This isn't exhaustive by any means, but a simple search in the Magic Rulings sub-forum brings up the following:
Reading those threads is only further proof of what I am stating; read the card and you will understand what it does.
The fact that every single thread you posted has their ideas stated- and thoroughly clarified as a result - is a result of NONE of the OPs' learning on how Magic cards are read.
I will reiterate once more, since this apparently obvious truth escapes people: "People need to simply gain the ability to read words and understand their meaning within a given context."
This is Magic. This is not your your elementary comprehension text; learn to read the effects as stated, and you will understand. This level of comprehension is basic, and if for whatever reason, requires more than this level of understanding - if necessary - for you to grasp, then you are better off liquidating your value of a Magic collection as cash, because you LITERALLY should not be playing the game.
Yes. It is actually, literally that simple.
The point I was making is that Silence shows up a disproportionate number of times as a card that confuses players who are new to Magic. Veterans of the game can easily parse cards like Tsabo's Web and Ambiguity (the latter may require a couple of re-reads), but new players would be understandably confused.
Silence need not be changed for any reason. People need to simply gain the ability to read words and understand their meaning within a given context. A 4th grader who has knowledge of the rules of the game would have no problem understanding the effect of this card; if you know how to play Magic, and know how to read, there should be zero circumstances where the effect of Silence is anything but linear, understandable, and clear as to what the card does.
This isn't exhaustive by any means, but a simple search in the Magic Rulings sub-forum brings up the following:
I don't understand why you included a nonland clause - at 4 mana, countering a fetchland activation isn't unfair.
Trickbind is legal in Modern, and sees practically no play in Modern.
Keep in mind that I'm talking about if this were in standard. Not only are fetches a concern here, but other lands (like the blighted lands) would also be problematic. It always feels extra bad when you spend lots of mana AND sacrifice a land and your ability gets countered.
Ultimately though, it's just one card + mana invested in exchange for the Aethermute. The same thing that happens if say, Bring to Light is countered. There aren't any 'extra' resources that were lost.
If your opponent is tapping Eldrazi Temple for two colorless mana and spending that mana to cast Thought-Knot Seer, then by definition mana was spent to cast it and Nix will not counter it.
Not sure if Winged Sliver violates your own Mindless Null rule, since Galerider Sliver exists.
Scaling Hope is Life Burst
Expert Student should not be Common, and has dependency issues, which is why Concerted Effort triggers every upkeep.
Strategic Deflection is a worse Divine Deflection
Seasoned Explorer should be worded like Wayfaring Giant - 'CARDNAME gets +1/+1 for each basic land type among lands you control.'
Beast Guide is basically Elephant Guide
Plaguebearer is already a card.
Prismatic Staff is Prism Ring.
This has nothing to do with ferocious. One of the Golden Rules of Magic is:
101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.
Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play land cards this turn,” the effect that precludes you from playing lands wins.
'Can't' always beats 'can'. Wild Slash (with the Ferocious condition fulfilled) says that damage can't be prevented, so any other effects that attempt to prevent damage that turn will fail.
Compare Vampiric Tutor from Visions with Sixth Edition.
That leaves you with Harmonize, but you need to jump through hoops to get there. :/
If channel only has one trigger, why not just spell it out?
Inform
U
Enchantment - Aura
Enchant creature
When you cast Inform, draw a card
When enchanted creature becomes blocked, sacrifice Inform. If you do, draw a card.
The point I was making is that Silence shows up a disproportionate number of times as a card that confuses players who are new to Magic. Veterans of the game can easily parse cards like Tsabo's Web and Ambiguity (the latter may require a couple of re-reads), but new players would be understandably confused.
This isn't exhaustive by any means, but a simple search in the Magic Rulings sub-forum brings up the following:
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/536908-using-silence-in-response
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/312880-silence
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/306820-silence-is-confusing
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/302968-silence
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/300087-silence
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/299999-silence
Mana Abundance
2GU
Enchantment - Aura
Enchant player
Mana doesn't empty from enchanted player's mana pool as steps and phases end.
Ultimately though, it's just one card + mana invested in exchange for the Aethermute. The same thing that happens if say, Bring to Light is countered. There aren't any 'extra' resources that were lost.