You remove each time counter from each suspended card separately. The first one will be cast and resolve before you get to remove the counter from the second one.
702.61a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, play it without paying its mana cost if able. If you can’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”
Triggered abilities use the stack. When your upkeep begins, the "remove a time counter" triggered abilities of each Suspended card you own trigger. You put those triggers on the stack in any order you choose. Then you pass, your opponent pass, and the one trigger currently on the top of the stack resolves.
If it removes the last counter of that suspended card, the "cast" triggered ability of that card triggers and also goes to the stack. As it ends up on the stack above the remaining "remove" triggers of your other suspend cards, this "cast" trigger will also resolve first, casting that card as a spell while the other cards are still suspended.
Casting a spell put is on the stack, where again it will be above the remaining "remove" triggers and will therefore get to resolve while the others are still suspended.
- Macabre
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willdice posted a message on Two cards coming off of Suspend at the same time, are they both cast (on the stack) at the same time?Posted in: Magic Rulings -
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Barinellos posted a message on What is the current state of Jace's mind/sanity/mental state?He's sad and lonely mostly. It's a combination of feeling disconnected from people around him because of being a walker and having people always after something from him.Posted in: Magic Storyline
You can read more about his history and what ACTUALLY happened in the maze on his article here: http://wiki.mtgsalvation.com/article/Jace - To post a comment, please login or register a new account.
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A legendary that sort of dictates exactly what the deck is going to do is pretty boring. I'll still build something like generic-voltron-blah every now and then, but those decks don't last very long.
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The part that pushes her over the top is the flash to all creatures. This basically means if she isn't killed before passing turn the owner basically gets to time walk after ever opponent tries to end their turn. Her flash extends to the command zone, so untapping with any green/blue/x creature style general (prime speaker zegana/Momir/Thrasios/ -enormous list here- ) means that the player will get value even if prophet is killed a turn late. Those decks can also just cast clone style effects or whatever other common protection option they have to keep PoK around.
The common argument my friend used to make was that he could just play seedborn muse and teferi, mage of zhalfir, so why not unban PoK. Stuffing those two cards on one body that can be grabbed with chord/green sun's zenith is my tables typical reply.
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Tribal clones has always been a somewhat normal deck to expect at casual tables, and I'm really surprised that none of the developed pre-con's have ever focus on the easy theme. A few of the most powerful clone effects (sakashima, phantasmal image and vesuva) are fairly expensive and their inclusion would help justify the growing cost of the pre-cons.
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lifeline, and skullclamp. Hyper casual but very fun to play. This was well over a decade ago, and I had to include things like proteus machine as additional 'chimera.' It ran cloudpost and vesuva but glimmerpost had not been printed yet. Sometimes it just did crazy plays, sometimes I played a 2/2 on turn-4 lol
I also love that these were made first before the theros+ chimeras. These four original chimera (their artwork, ability, and flavor) are perfect for describing a manufactured and mechanical chimera, while all the new theros+ chimera are a perfect example of a mythological and genetic chimera.
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Per the commander I do love the idea of sticking heartstone almost more for flavor over function. This makes sculpting steel a very desirable inclusion so it could do more than just copy mana-rocks. Dropping her ability to just 1cmc is scary.
And she does fill the roll of an infinite-mana wincon in the command zone. Unlike the other rakdos infinite mana commander lyzolda, the blood witch, while still needing a bunch if colorless mana, Xantcha doesn't need 60 black and 60 red mana to kill 3 opponents at 40 life like Lyzolda. She just needs 3 black and 3 red. That's not much to ask for. So something like basalt monolith + rings of brighthearth, or whatever infinite colorless mana generation, can make for a very easy combo commander.
I personally like the idea or playing her as a more thematic commander, using all of the above ideas, while also pushing reference cards like unnerve and ill-gotten gains in the deck. A deck that has tutors so it could try to assemble a combo kill, but could also just tutor up answers to make for a more amusing game. A deck that can still win with exsanguinate or the likes on turn 10+ if something strange bricks Xantcha. A deck that can use yawgmoth's will as a referance, early combo enabler, and late game good-stuff card all in the same 99
Btw I love this card. Xantcha is boo.
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Xantcha has always been a personal favorite character, a favorite vanguard card to play, and in my pile of 60-card casual decks I still have a sleeper agent deck that runs darkest hour and light of day.
I'll pick one up to go with my worldgorger dragon edh deck, since she acts as another infinite-mana-sink similar to lyzolda, the blood witch, although to insta-win I'd have to kill & recast Xantcha to give her to someone else.
But I'll also have to make her a dedicated deck. Not sure if it will have all the referancing cards like unnerve and ill-gotten gains, but damn will it be fun.
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Thantis the Warweaver
3BRG
Legendary Creature - Spider
Vigilance, reach
All creatures attack each combat if able.
Whenever a creature attacks you or planeswalker you control, put a +1/+1 counter on Thantis the Warweaver.
^that spider
I'm still on the Xantcha hype. I'm dreaming of a deck that pushs her out, lands heartstone then sculpting steel on heartstone. Such a fun dream.
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I myself use it as a permanent inclusion in a rakka mar deck just to make a few more tokens. The Rakka Mar deck doesn't need it at all to function, and is likely the fairest deck I've ever seen that runs paradox engine.
On the other end of the specturm, I also have it in a dedicated grixis paradox deck that uses it as a tool to try and win the game via searing touch or whatever. That list is old and needs updated, since the deck also runs Isochron Scepter+Dramatic Reversal as well. Before I added scepter+reversal, the deck concedes if someone extracted the paradox engine. It's just bad deck building to rely on a single 5-cmc artifact as a singular win-con, and I did it for months, and my deck failed for months because I felt adding scepter+reversal would make it too unfun, unfair, and competitive for my group.
Since I added scepter+reversal the deck has become unfun, unfair, and too competitive for my group. But hey, it doesn't fail to extract, now it just fails to sadistic sacrament
Another thing I'd like to point out is the actual power-level of the card in comparison to various competitive deck strengths. I've recently tested it in a black+red storm deck as a mana-generation tool over mass drawing + inner fire (extensive log here). This is not at all a "competitive" storm deck, but it is a very strong deck. Guess what? Paradox Engine, while very strong and stable at making mana, was slower (thus worse) than relying on a spell from saviors of kamigawa . Yes it does dumb things with draw engines (like azami/recycle/null profusion), but the speed is the issue. Many "competitive" decks can win while the paradox engine deck is playing out mana-rocks.
TLDR and personal opinion time; the card falls in the category of easily broken victory enablers, but mainly for strong groups. Not hyper-competitive groups. This card is not an actual win-con, but it's just another card that can be used to cause an inevitable victory if it isn't answered. Being in this category it is also pretty low on the power-level, since it dies to disenchant, but other cards in this category have much fewer answers and also typically immediately win (like primal surge or tooth and nail). Also as previously mentioned, if it's included as a win-con enabler, it really does warp the deck it's included in, and punishes the player if they can't win any other way.
Now stop talking about banning this card, you are all upsetting my beloved Rakka Mar!