2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 1

    posted a message on horned helm
    No, you may not. Sorry. on the plus side, you can use all of these except for the horned helm and behemoth sledge if you are looking for trample. Smilehttp://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Equipment%22]&text=+[trample]
    Edit: You will need to copy paste the entire link. not just click on the highlighted part. Not sure why it did that.


    Because the link has brackets I it , the url tag thought it ended earlier than it did. Next time try putting the link in using the link button from the inline editor, or manually make a url= tag, and put the link in quotes.

    Op: be cause the card has green mana symbols in the rules text, it is only accessable to commanders with green in their color identity.

    Please direct even Commander-specific rules questions to the Rulings forum.



    Fyi: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Equipment%22">&text=+[trample]"]linky
    Posted in: Commander (EDH)
  • 1

    posted a message on Crazy Plays in EDH.
    Quote from bfellow
    Turn 1 - Island, Sol Ring, Mox Diamond, Mana Flare
    Turn 2 - Izzet Boilerworks, Talrand, Sky Summoner
    Turn 3 - Island, play general Melek, Izzet Paragon, cast Mystical Tutor (off top of library) EOT to get Wheel of Fortune
    Turn 4 - Play Wheel, play Mana Crypt, Volcanic Island, Cloud of Faeries, Personal Tutor into Mind's Desire. Play Mox Opal, Molten Psyche. Cast Mystic Retrival to get Mind's Desire again. All 3 opponents all scoop despite still alive at 5 life, but saw I was playing solitaire Magic and never ending that turn.


    Why didn't you simply win off of mystical or personal tutor (personal gets sorceries, which are like instants, but less fun).

    1) cast tutor, get copy.
    2) copy puts reiterate on top. Cast with buyback, get copy, have lots of tutors.
    3) get reset or turnabout. Make the manas, lots of them, since you have reiterate.
    4) get any spell that deals damage, reiterate the **** out of it.
    5) you still have a mystical tutor copy (at least) plus you have reiterate and infinite mana. You can cast every instant in your deck an infinite amount of times, if you so desire.



    I'm not saying this to say your play wasn't impressive, I personally don't play infinites myself, but Melek + mystic is a one stop shop to value town. Even if it's not on the top, you tutor for mystic retrieval, get back the tutor (+ something), tutor for brainstorm, flash back retrieval to get back the tutor again, then brainstorm it on top and go to value town.


    Quote from Sheldon
    This is the crazy plays thread. That seems kind of boring.


    different people have different fun. My T&L deck acts a bit similar though far less powered. Blue-Red can have a lot of crazy interactions on the stack that some people enjoy, or can sometimes even enjoy watching. High powered games can also be interesting to some people, though I personally prefer longer mid-powered games without the infinites, but I can see where people appreciate a different type of challenge.
    Posted in: Commander (EDH)
  • 1

    posted a message on
    Comment Hidden
    Link Removed
  • 2

    posted a message on
    Comment Hidden
    Link Removed
  • 1

    posted a message on question about essence of the wild
    Future rulings questions should go the the Rulings Forum, even Commander rulings questions. Thread moved (Hi rulings peoples!).

    As aDubiousNotion said, the singleton rule only pertains to cards during construction, elsewise, even our humble clones would not work. :p

    You're absolutely free to beat people in the face with as many Essence of the Wilds and you can possibly crank out.
    Posted in: Magic Rulings Archives
  • 1

    posted a message on "The Next Turns Upkeep"
    Only the first one. Mystic Melting sets up a delayed triggered ability, that will go off the first time its condition is met. After that, it's done.


    603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain "when," "whenever," or "at," although that word won't usually begin the ability.

    603.7a Delayed triggered abilities come from spells or other abilities that create them on resolution, or are created as the result of a replacement effect being applied. That means a delayed triggered ability won't trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.
    Example: Part of an effect reads "When this creature leaves the battlefield," but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.
    Example: If an effect reads "When this creature becomes untapped" and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.

    603.7b A delayed triggered ability will trigger only once -- the next time its trigger event occurs -- unless it has a stated duration, such as "this turn."
    Posted in: Magic Rulings Archives
  • 1

    posted a message on Enduring Ideal and responses
    Correct. When you cast Enduring Ideal no choice has been made yet, it is only made on resolution. The next time the active player gains priority is after the spell has resolved, at which point Mind over Matter is in play.
    Posted in: Magic Rulings Archives
  • 1

    posted a message on Hitting the Graveyard Question
    Cards only ever go into their owner's graveyard. Never anyone else's. Player C will lose the life.


    404.1. A player's graveyard is his or her discard pile. Any object that's countered, discarded, destroyed, or sacrificed is put on top of its owner's graveyard, as is any instant or sorcery spell that's finished resolving. Each player's graveyard starts out empty.
    Posted in: Magic Rulings Archives
  • 1

    posted a message on Mono Black Aggro
    Regardless of if you go Korlash, vs. Skittles, vs. Kagemaro to lead the deck, if you're going for a black Voltron/Aggro build, there are several cards you should add:

    Dauthi Embrace, Traitor's Clutch, and Tainted Strike.

    All can practically single-handedly get a commander kill in somewhere.
    Posted in: Commander (EDH)
  • 2

    posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from Jivanmukta
    I'm getting kind of sick either ramping or blowing things up. That really is all the color does lately.

    Also...why is green the only color that gets playable LD these days?


    Magic is a game of resources, in no order, here are the major resources in magic:

    Life, Cards, Mana, Board Presence (creature/etc).

    What is green good at?

    Positive and Negative Life changes. Green is secondary on life gain, and while it lacks direct damage, has overall among the highest quality of creatures (tied with white), boosting P/T while white favors better abilities.

    Positive Card gain. In recent sets, green has been set up to trump black as the secondary card-draw color. Red is finally getting put into 4th place, eeking it away from being tied in last with white.

    Positive and Negative Mana flow. Green is number 1 on the ramp, with every single other color having little to no capabilities of it. Whereas Red used to dominate land destruction (with white as secondary), with Mass LD as all but gone, Green has taken over the land destruction with generalized non-creature destruction capabilities (Acidic Slime, Bramble Crush), or break and boost a la Mwonvuli acid-moss. Red has seen barely any effective land destruction in ages.

    Positive and Negative Board Presence. Green has some of the best capabilities to fill the board, partially through its exceptional ramp/draw, as well as its higher quality of creatures, but also sports some of the best protection spells and permanents though its dominance of shroud and hexproof, typically blue associated, find their way in global granting green enchantments (Privileged Position, Asceticism) and instants. Green has the best P/T combat tricks as well. Green also has excellent creature filtration and tutoring. Green also has the most Splurge from deck into play spells. In a negative aspect, Green also has among the best single-target non-creature destruction, and overly decent Artifact wraths and enchantment wraths, leaving Creatures the hardest permanent to deal with in green, Unless it flies, where green is then king. Given that green has the best quality of creatures, with the best combat tricks, as well as the highest count of death-touch creatures, makes this almost a non-issue for green.



    In short, Green has trumped Black as the jack-of all trades color, and there is almost not a single resource green cannot both positively and negatively affect. With Cavern of Souls printed, and green's land search capabilities, not even blue's stack dominance really is a terrible issue.


    Wizards, stop giving everything to green.
    Posted in: Commander (EDH)
  • To post a comment, please or register a new account.