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  • posted a message on Totem Armour
    Quote from SAUS9001
    My friend has snake umbra on his uril, the miststalker. If I cast austere command and choose enchantments and creatures with converted mana cost 4 or higher, will totem armour protect Uril?


    No, it will not. When Austere Command resolves it does two things in the following order...

    (1) Destroys all enchantments.
    (2) Destroys all creatures with a CMC of 4 or greater.

    ...and since these are two separate instructions (the word "destroy" is used twice), they are performed one at a time. So, Snake Umbra is destroyed first, then Uril is destroyed. Totem armor won't protect Uril here.
    Posted in: Magic Rulings Archives
  • posted a message on Annul vs Bestow
    Quote from Yax K"uk Mo"
    This is incorrect. If the target becomes illegal, it remains an Enchantment - Aura until its resolution, and enters the battlefield as an Enchantment Creature.


    Yes, I suppose that's a fair point, since the spell's controller could Redirect the bestowed spell after the original target became illegal and before the bestowed spell resolves. I had not considered that situation when answering, but yes that does render my answer technically incorrect. Mea culpa.
    Posted in: Magic Rulings Archives
  • posted a message on Annul vs Bestow
    Quote from BlackFro
    Does Annul actually counter the Bestow creature if it is being cast as an aura (using the Bestow cost not the casting cost) or does it cause it to just come into play as an "Enchantment Creature" instead of a Aura attached the creature it was targeted toward?

    As a follow-up since the creature type is "Enchantment Creature" would Annul counter it even if it is cast as a creature spell (not using the Bestow keyword?


    Annul will counter the spell in both cases. Since the spell has the "Enchantment" card type in either situation, it is a legal target for Annul, and Annul counters the spell as Annul resolves.

    The only thing about the first situation, is that if the target of the bestowed spell is illegal as the bestowed spell would resolve, then the bestowed spell will stop being an Enchantment - Aura spell and just be an Enchantment Creature spell. It will resolve as if it weren't cast via bestow, and just enter the battlefield as a creature.
    Posted in: Magic Rulings Archives
  • posted a message on Medomai and Sakashami
    Quote from apocalypse31
    With Medomai the Ageless out and Sakashami the Imposter, is it possible to attack for infinite turns with sakashami because the text says Medomai?


    No. The text of Medomai's static ability simply means "~This creature." in context. If Sakashima becomes a copy of Medomai, then the static ability that is copied by Sakashima is treated as if it said "Sakashima the Imposter" due to the following rule...

    201.4b If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.

    ...so Sakashima won't be able to attack during extra turns either.
    Posted in: Magic Rulings Archives
  • posted a message on Activated Abilities From Graveyards
    Quote from Cortar
    What allows some cards to use activated abilities from graveyards?


    It's the following set of rules that apply...

    112.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:

    112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)

    112.6b An ability that states which zones it functions in functions only from those zones.

    112.6c An object’s ability that allows a player to pay an alternative cost rather than its mana cost functions in any zone in which its mana cost can be paid (which, in general, means it functions on the stack). An object’s ability that otherwise modifies what that particular object costs to cast functions on the stack.

    112.6d An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast.

    112.6e An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.

    112.6f An object’s ability that states it can’t be countered or can’t be countered by spells and abilities functions on the stack.

    112.6g An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.

    112.6h An object’s ability that states counters can’t be placed on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.

    112.6i An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.

    112.6j A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.

    112.6k An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless that ability’s trigger condition, or a previous part of that ability’s cost or effect, specifies that the object is put into that zone.

    112.6m An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at Wizards.com/WPN/Events/Rules.aspx.

    112.6n Abilities of emblems, plane cards, vanguard cards, and scheme cards function in the command zone. See rule 113, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; and rule 904, “Archenemy.”


    ...so, while the general rule is "Creature's abilities function only while on the battlefield.", there are exceptions where they need to make sense. For example, the ability "Can't be countered" needs to function while the creature is a spell on the stack. "Return to the battlefield from your graveyard" needs to be able to function from the graveyard.

    Whereas something that says "When this becomes the target of a spell..." would only trigger when the creature is on the battlefield, absent some specific wording that let it trigger from elsewhere.

    Quote from Cortar
    Why can I use Reassembling Skeleton's ability while it is in the graveyard, but not Arcanis The Omnipotent's second ability.


    Reassembling Skeleton's ability specifically moves it from the graveyard to the battlefield, thus following the general exception per CR 112.6k. Arcanis's ability, on the other hand, does not say it moves it from a specific zone. So, it only functions while Arcanis is on the battlefield.
    Posted in: Magic Rulings Archives
  • posted a message on Theros Pre Release - 2HG - Devotion
    Quote from harastid
    So, Theros Pre Releases. As you may or may not know, there will be Two-Headed Giant pre-releases. The question I have regards the new mechanic to be presented on this very set, Devotion. The Devotion of a color is shared between the two teammates? Say, If I play a card that counts my devotion to black, can I count the black mana symbols on my teammate's creatures too?


    Absent a change in the rules for 2HG, you and your teammate do not share permanents. Your permanents are your own, so your devotion will be your own. Your teammate's permanents won't affect your devotion.

    810.5. With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.

    EDIT: With the release of the Theros Release Notes, we have the actual rules text for how devotion works...

    700.5. A player's devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls.

    ...and given that wording, devotion does NOT count your teammate's permanents at all. It only evaluates your own.
    Posted in: Magic Rulings Archives
  • posted a message on Time limit for shuffling
    Quote from Lekwid
    The thing is, I shuffled my opponent's deck for a minute or so and then after I was done, they kept shuffling my deck for an extra two minutes and then we got to talking about exactly how much time we were allowed to shuffle. I didn't mind him shuffling it but I just wanted to be clear on what the time limit was since I was kind of waiting on him.


    Without knowing the circumstances, I can't say whether two minutes is excessive or not. While I generally lean "Yes" that this could be slow play, there are some people who are cautious when it comes to touching other people's cards and/or don't want to risk flipping cards while shuffling. In any case, if you believe your opponent is taking too long, call a judge. Let him or her make a decision on the situation.
    Posted in: Magic Rulings Archives
  • posted a message on Time limit for shuffling
    Quote from Lekwid
    How much time do I have to shuffle my deck and how much time does my opponent have to shuffle my deck?


    Previously, players used to have 3 minutes in order to complete the pregame procedures; this was everything from shuffling to sideboard. There was no in-game time limit (say, shuffling after a fetch land) to shuffle your deck. The opponent had no specific time limit.

    Currently, there is no specified time limit to complete the pregame procedures. [Per MTR 2.3] You have to act timely to complete these procedures, which may require a judgment call by a judge. So, if you have a 200-card Battle of Wits deck, then it may be several minutes to just shuffle. If you have a 40-card Limited deck and didn't sideboard, the expectation may be that shuffling takes less time. In either case, if you fail to complete the procedure in a reasonable period of time, then you may be verbally cautioned about slow play by a judge or even issued a Warning for Tournament Error--Slow Play.

    There is still no in-game time limit, as the expectation is that you still play at a reasonable pace. And there is still no time limit for your opponent to shuffle your deck after presentation. And that should still be quick, since a couple of quick riffles is fine for a sufficiently randomized deck. (Otherwise, if the opponent suspects something is up, they should be calling for a judge.)
    Posted in: Magic Rulings Archives
  • posted a message on Sideboarding between Matches (Limited)
    Quote from Seringit
    If I sideboard in Limited and think the new card choice fits my deck way better I don't have to go to the original version I built after recieving the boosters and can just keep the better card in the deck, right? (At least everyone does so.) So sideboarding between matches is acceptable, right? So I can just watch all players closely between matches or talk to them and after pairings are announced I put in this green hate card because I saw they guy I am up against plays green? This doesn't seem like fair play to me, that's why I want it to be illegal, but I'm afraid it is allowed. Am I right?


    The policy in the Magic Tournament Rules is the following...

    Quote from Section 7.2 Sideboard Use »
    Players participating in Limited tournaments that do not use decklists may freely change the composition of their decks between matches by exchanging cards from their deck for cards in their sideboard without being required to return their deck to its original composition before their next match. The Head Judge or Tournament Organizer must inform players if this option is not being used prior to the start of deckbuilding. This option is not available at Competitive or Professional REL tournaments.


    ...and as most Prereleases are run without the use of decklists, continuous construction is generally allowed. Unless the HJ or TO specifically disallows the practice (must be announced prior to deck building), then you are allowed to alter the composition of your deck between matches, using cards from your cardpool and/or additional basic lands.
    Posted in: Magic Rulings Archives
  • posted a message on Kokusho + Rite
    Quote from Cabz
    Rite of Replication (kicked) onto Kokusho, the Evening Star. What happens now?


    Firstly, is it your Kokusho? Presuming it is, then when state-based actions are checked after Rite of Replication has resolved, you control six legendary permanents that have the same name. You will choose one of the six legendary permanents to retain, and the other five will be put into your graveyard. This causes their relevant triggered abilities to trigger, though those triggers are put onto the stack after state-based actions are checked again and the tokens in your graveyard cease to exist.

    Then each one of those triggered abilities are put onto the stack. Which would be five in total. (Note: If it is someone else's Kokusho, then you only control five legendary permanents with the same name. So, four will die and you'll only get four triggers.)

    Quote from Cabz
    5 copies die and my opponents all lose -5 health for each and I gain it?


    Generally speaking, yes. However, keep in mind that after each trigger resolves, state-based actions are checked. Any opponent who would lose the game for being at 0 life or less will leave the game before the next trigger resolves. So, you will have to make sure you resolve each trigger one at a time and ensure that any players lose at the appropriate time.
    Posted in: Magic Rulings Archives
  • posted a message on Strionic Leveler
    Quote from Surgeslayer
    if you have Strionic Resonator in play, and you cast Leveler and you copy the leveler's ability, you can exile your opponents library, cant you?


    No. The copy of Leveler's ability still refers to "your library" and that ability doesn't target. While Strionic Resonator's ability lets you choose a new target for the copy, that is moot when the triggered ability doesn't target at all.
    Posted in: Magic Rulings Archives
  • posted a message on Guildgate Entering
    Quote from SirGrizz
    I have found myself building a Maze's End Deck, and going to be using it at FNM. Now cards like Maze's End & Into the Wilds will those allow Guildgates to enter the Battle field Tapped? or does the text on the card prevail? This will help greatly on strategy choices for my deck


    Normally when a permanent is put onto the battlefield, it is put onto the battlefield untapped. Maze's End and the various Gates have a static ability that generates a replacement effect which modifies how they enter the battlefield; they enter the battlefield tapped, instead of normal. This applies regardless of the process these lands enter the battlefield.

    Since Into the Wilds's triggered ability doesn't specify that the lands enter the battlefield untapped or otherwise put them on the battlefield and then untap them, the Gates and/or Maze's End will still be put onto the battlefield tapped.
    Posted in: Magic Rulings Archives
  • posted a message on Dredge and exiling GY
    Quote from 2goth4U
    yes, when he casts Dread Return he sacs his Narc's so they each trigger Bridge


    No, he does not. The "intervening if" clause is no longer true, if Bridge from Below is exiled before those triggers resolve. When the triggers would resolve, since the clause is no longer true, the triggers won't resolve; they are removed from the stack and do nothing.

    As for Dread Return itself, if the graveyard is exiled prior to that spell resolving, then the Narcomoebas, the targeted creature card, and Bridge from Below are all exiled. (Since all are in the graveyard at that moment.) Dread Return itself is countered, and doesn't resolve. If it was cast via flashback, it still gets exiled.
    Posted in: Magic Rulings Archives
  • posted a message on 2HG Questions
    Quote from ISBPathfinder
    1) Tribute to the Wild was cast but someone claimed that each team of two is a single opponent. This confused me as normally it would be for each opposing player. I think we played it incorrectly but we had each opposing team sacrifice one card to this.


    This would be incorrect. Each team in 2HG consists of two players, and each player on the other team is your opponent. If an instruction refers to "each other opponent" (such as sacrificing something of losing life) then it happens to each player on the opposing team. Therefore, Tribute to the Wild would cause each player on the opposing team to sacrifice an artifact or an enchantment.

    Anything that says "target player" needs to target a single player on the team. So, Duress, or something similar, would cause only a single player on the opposing team to discard a card.

    Quote from ISBPathfinder
    2) Necropotence as it is skipping my own draw phase is it skipping my allies draw phase as well or does he get his card and I just don't?


    If an effect instructs one player to skip a step or phase, then both players on the team will skip that step or phase. Since Necropotence's first ability says "Skip your draw step", then you and your teammate will skip your draw step.

    Quote from ISBPathfinder
    3) Ghostly Prison can we choose to attack the other player specifically? I know that as far as defending player is concerned you still choose one opponent in the case of annihilate triggers but I dont know if we would ignore this effect or not.


    No. All attacks are directed at the opposing team as a whole. While you might assign damage to individual players in the combat damage step, you have a single combined attack. So, if a defending player has a single attacking restriction like with Ghostly Prison, all potential attackers are affected.

    Annihilator works the way it does, because it refers to "defending player". Since the effect refers to a "defending player", then you must pick a single defending player on the opposing team for annihilator.

    Quote from ISBPathfinder
    4) No Mercy sort of similar to the above question. If an opponents creature hurts us do they sacrifice or can they somehow pick which one of us they attack and thus damage?


    The active players decide which head is assigned combat damage for each creature that would deal damage to the defending players. You can assign one creature's damage to one individual head; so you can choose to assign all damage to a single head, or pick and choose for each creature. (You just can't assign damage from one creature to each individual head in the same combat damage step.)

    Quote from ISBPathfinder
    5) Malignus things that affect life total, I have heard odd things in the past of an opponents life total in 2hg is half of the shared life. If for instance an opposing team has 60 life, how big would he be?


    This rule was changed in the last couple of years, and now most effects that refer to a single player's life total will simply use the team's life total. So, if the opposing team has a life total of 60, then Malignus's P/T is 30/30 (or half their life total).
    Posted in: Magic Rulings Archives
  • posted a message on Dwarven Blastminer and Morph
    Quote from baihai
    1st case, on the same turn, i pay for the morph cost which is R, does Dwarven Blastminer have summoning sickness?


    If you turn Dwarven Blastminer face-up before you have controlled it continuously since the beginning of your most recent turn, it will be "sick". The rule that applies here doesn't care how long Dwarven Blastminer has been face-up or face-down; it matters how long you've controlled the permanent regardless of that status.

    Since, in this situation, Dwarven Blastminer just entered the battlefield and you haven't controlled it since the beginning of your most recent turn, you can't activate its activated ability nor can you declare it as an attacker.

    Quote from baihai
    2nd case, on the next turn, i pay for the morph cost which is R, does Dwarven Blastminer have summoning sickness?


    In your next turn, since you have controlled Dwarven Blastminer since the beginning of that turn, you can either activate its ability or declare it as an attacker. Again, whether it is face-up or face-down is irrelevant. What matters is that you've controlled it since the beginning of your most recent turn.

    Quote from baihai
    and also a side note, I cast restoration angel targeting the 2/2 (Dwarven Blastminer), does the Dwarven Blastminer comes back as a 2/2 or as a 1/1?


    Normally when a creature enters the battlefield, it enters the battlefield (a) face-up and (b) untapped. That is certainly true of Dwarven Blastminer if you "flicker" it with Restoration Angel. So, it will be its normal face-up side, which is 1/1.
    Posted in: Magic Rulings Archives
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