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.
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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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I think the most generic answer from me will always be;
I hate playing against the common and already solved commanders and decks. The commander or combo that has dozens of search-results and decklists that can be used for reference. A deck where I can easily guess over 50% of the included non-land cards after their turn-1/2 plays.
I might as well be playing against a bot in some video game.
I don't mind playing against a common commander if the deck is doing something different from the "understood optimization." I like playing against a "common combo" if the colors are all screwy to make for a different experience. But the sheer commonness of many decks in this format are just...so...abysmally...boring.
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A super obvious example would be what cards you choose to tutor up in a game. You can demonic tutor for whatever game-breaking stax or combo piece you need, or you could use it to get something that can stabilize the game or help draw you more cards. You have the choice to try and warp or just end the game with your tutor, or you can tutor up something that is just good for the moment, that can allow the game to continue on.
For example, in your karador deck, instead of entombing something must-answer like elesh norn / sheoldred / revelark combo, why not plug in an average threat that, while still impact to the game, isn't game-ending, like vish kal, blood arbiter. In your arcum dagsson deck, instead of pushing something to get possessed portal turned on asap, why not get a long-term enabler like myr turbine?
Your choice in what you tutor and try to resolve is the easiest way to alter your decks performance for various tables of different deck-strength. You can take a tier-1 Zur murder machine and play it down to a table full of newbs pretty easily, crafting a game that is still fun and not overwhelming to the opponents.
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If they do not have some mana-sink or instant spell that they can use in response, then you gain the mana. Even if they do have an instant spell, then it becomes a play of forcing them to decide if it is worth casting it right away to use the mana, instead of the optimal time to play the instant.
I can think of quite a few times that my friends have tried to do something like fact or fiction in response, just to get their spell countered, or run out an impulse/anticipate when they really shouldn't.
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Bassandra, Battle Sereph is actually my absolute favorite boros commander. She is utterly weak and underwhelming in multiple ways (CMC for a 4/4 flyer is not very impressive, no vigilance, activated ability requires a target instead of "creatures your opponents control," and her static ability should have been "opponents."
But with her underwhelming nature and appearance, and if you build a deck to not play out super-aggro-rush/fast, you can actually have a fairly stable control deck with a long-term beat-stick from the command-zone.
Second to Bassandra is Archangel Avacyn. You can have a deck designed to play almost entirely at instant speed.
I started the following decklist, but havn't had time to go revisit it to complete cutting cards (@137x cards). Most of the deck is instant speed/flash. Pretty unique for Boros;
1x Archangel Avacyn
Creature (21)
1x Angel of the Dire Hour
1x Archangel of Tithes
1x Aven Mindcensor
1x Bogardan Hellkite
1x Containment Priest
1x Dualcaster Mage
1x Dwarven Blastminer
1x Dwarven Miner
1x Elesh Norn, Grand Cenobite
1x Grand Abolisher
1x Hokori, Dust Drinker
1x Hushwing Gryff
1x Iroas, God of Victory
1x Linvala, Keeper of Silence
1x Restoration Angel
1x Seht's Tiger
1x Stonecloaker
1x Stoneforge Mystic
1x Stonehewer Giant
1x Sun Titan
1x Sunblast Angel
Instant (33)
1x Abeyance
1x Aura Blast
1x Aurelia's Fury
1x Boros Charm
1x Cloudshift
1x Comeuppance
1x Dawn Charm
1x Debt of Loyalty
1x Due Respect
1x Enlightened Tutor
1x Final Fortune
1x Hallowed Moonlight
1x Illumination
1x Lapse of Certainty
1x Lightning Bolt
1x Mana Tithe
1x Master Warcraft
1x Orim's Chant
1x Path to Exile
1x Pyroblast
1x Rebuff the Wicked
1x Red Elemental Blast
1x Return to Dust
1x Scout's Warning
1x Shelter
1x Silence
1x Smash
1x Swords to Plowshares
1x Temur Battle Rage
1x Tithe
1x To Arms!
1x Wear / Tear
1x Word of Seizing
1x Armageddon
1x Open the Armory
1x Pillage
1x Razia's Purification
1x Ruination
1x Seize the Day
1x Shattering Spree
1x Steelshaper's Gift
1x Wake of Destruction
Enchantment (15)
1x Aura of Silence
1x Cho-Manno's Blessing
1x Dictate of Heliod
1x Dictate of the Twin Gods
1x Ghitu Firebreathing
1x Karmic Justice
1x Land Tax
1x Legion's Initiative
1x Nevermore
1x Oath of Lieges
1x Rest in Peace
1x Stasis Snare
1x Stranglehold
1x Temporal Isolation
1x Ward of Lights
Planeswalker (2)
1x Ajani Vengeant
1x Chandra, Flamecaller
Artifact (21)
1x Batterskull
1x Boros Signet
1x Champion's Helm
1x Coalition Relic
1x Coldsteel Heart
1x Fire Diamond
1x Gilded Lotus
1x Grim Monolith
1x Mana Crypt
1x Mana Vault
1x Marble Diamond
1x Mind Stone
1x Sensei's Divining Top
1x Sol Ring
1x Sunforger
1x Sword of Feast and Famine
1x Sword of Fire and Ice
1x Sword of Light and Shadow
1x Thought Vessel
1x Wayfarer's Bauble
1x Winter Orb
1x Arid Mesa
1x Battlefield Forge
1x Cavern of Souls
1x Clifftop Retreat
1x Command Tower
12x Mountain
12x Plains
1x Rugged Prairie
1x Sacred Foundry
1x Strip Mine
1x Sunhome, Fortress of the Legion
1x Temple of Triumph
1x Wasteland
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This seems really good in multi-player since her life-link will stop the "scary" part of hatred. You can remove the biggest threat asap
Just an idea.
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What i like doing when it comes to a card that has a blatantly obvious this card means this deck, is seeing how absolutely backwards I can turn a deck into while still being playable.
For example, the first thing I thought of when I saw Atraxa, was nothing to do with proliferate. It was the fact that she was a 4/4 lifelink flyer, that can almost always come out at least on turn-3 (in green with access to rampant growth/farseek/into the north/nature's lore/three visits, or 6x signets), and can attack on the following turn that hatred can be cast in a multi-player game w/o the fear of retaliation from having paid so much life.
You know what is another great follow-up to an early lifelinker with vigilance to shun away early aggro? Ad Nauseam...
Everyone can have their planeswalker and counters-mater commander, I'm going to enjoy my new hatred beatstick possible storm brew.
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Welp, finally a black/red general that cares about spell-slinging. I may have found a suitable general for my rakdos storm deck.
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Kaseto, Orochi Archmage was a phenomenal design. We need more Kraj.
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I'm actually more interested in Kraum. A semi-offensive izzet general that can easily be built into an izzet voltron beat-stick. There really isn't any current Izzet general that makes you really want to build a deck with fabricate-for-sword of feast and famine and run godo, bandit warlord.
More importantly for Kraum? Two heads are better than one!