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  • posted a message on protection from a color and trample
    If a creature with trample becomes blocked by a creature with protection from some quality the trampler has, the attacking player only needs to assign enough damage to the blocker that would be lethal if it didn't have protection. The rest is assigned to the defending player. When combat damage is dealt, the damage assigned to the blocker will be prevented.
    Posted in: Magic Rulings Archives
  • posted a message on Black Sun Zenith vs. Mistmeadow Skulk
    Quote from Wargodadams
    So... just to be clear: A board wipe card like Phyrexian Rebirth would also affect the mistmeadow skulk?


    Correct. Refer to the post above about the DEBT mnemonic device. Since Phyrexian Rebirth does not target the Mistmeadow Skulk, the Skulk will be destroyed.
    Posted in: Magic Rulings Archives
  • posted a message on Boosters from older sets at walmart
    I might have to head to Walmart and see if I can find these packs. Where in the store are people typically finding them?
    Posted in: Magic General
  • posted a message on Black Sun Zenith vs. Mistmeadow Skulk
    Also, there is a ruling that addresses this question for spells with effects other than Black Sun's Zenith's:

    5/1/2007: While a spell with X in its cost is on the stack, its converted mana cost takes the chosen value of X into account. Mistmeadow Skulk can be chosen as a target for a Blaze (which has mana cost :xmana::symr:) if X is 0 or 1, for example, but it can't be chosen as a target for a Blaze if X is 2 or more.
    Posted in: Magic Rulings Archives
  • posted a message on Black Sun Zenith vs. Mistmeadow Skulk
    Even for a value of X = 1, Mistmeadow Skulk would have protection from Black Sun's Zenith. However, since Black Sun's Zenith doesn't target, it would still get -1/-1 counters and die (assuming nothing is boosting its toughness).

    In a situation where your opponent DID cast a spell that targets and has an X value in its mana cost, Mistmeadow Skulk would have protection from that spell if the value of X results in its converted mana cost being 3 or greater. In the case of a hypothetical spell that has the same mana cost as Black Sun's Zenith, even if X is 1, the Skulk would have protection from it, since its converted mana cost would be 3 (:1mana: + :symb::symb: = 3).
    Posted in: Magic Rulings Archives
  • posted a message on Primal Surge into Primordial Hydra and Patter of Rebirth
    Yes. When Primal Surge resolves, you will exile the top card of your library. If that card is Primordial Hydra, you can put it onto the battlefield. It will be 0/0, but Primal Surge has not yet finished resolving, so state-based actions won't put it into your graveyard yet. If you exile Pattern of Rebirth, you can put it onto the battlefield attached to the Primordial Hydra. When you finally finish exiling cards with Primal Surge, Primordial Hydra will be put into your graveyard as a state-based action and Pattern of Rebirth's ability will trigger.

    In short, the cards exiled by Primal Surge are put onto the battlefield one at a time, so the Hydra will be there when the Pattern of Rebirth is put onto the battlefield, and you can attach Pattern of Rebirth to it.
    Posted in: Magic Rulings Archives
  • posted a message on Conspiracy and the sideboard
    Furthermore, a card in the game can't affect any cards outside the game unless it says it can (for example, Spawnsire of Ulamog's ability that allows you to cast Eldrazi cards from outside the game).

    Per this rule:

    400.10c Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.


    Conspiracy doesn't have a characteristic-defining ability (it sets subtypes but it doesn't give a characteristic-defining ability to anything), so it doesn't affect cards outside the game.
    Posted in: Magic Rulings Archives
  • posted a message on Conspiracy and the sideboard
    That doesn't address the OP's question, though. Conspiracy only affects cards you own that are in one of the game zones. It doesn't affect your sideboard, as your sideboard is outside the game.
    Posted in: Magic Rulings Archives
  • posted a message on phyrexian unlife question
    Damage is dealt as a single event. It isn't multiple events of 1 damage being dealt. If you control Phyrexian Unlife, have 1 or more life, and would be dealt damage that would reduce your life total to 0 or less, that damage still has its normal result (you lose that much life). The replacement effect that causes damage to be dealt to you as though its source had infect doesn't apply unless your life total is already 0 or less.

    If you're at 1 life and your opponent attacks you for 11 combat damage, the result will be that you're at -10 life with no poison counters. Any damage dealt to you after that will cause you to get that many poison counters, unless your life total is increased to 1 or more.

    EDIT:

    6/1/2011: Phyrexian Unlife won't affect damage that reduces your life total from a positive number to 0 or less. For example, if you're at 3 life and are dealt 5 damage, you'll end up at -2 life. The next time you're dealt damage, it will be dealt as though its source had infect.
    Posted in: Magic Rulings Archives
  • posted a message on SnapCast is dead.
    Would it be possible to work with an existing podcast site (such as Yo! MTG Taps) and have them host it as a sort of companion podcast? I know there is a fairly modest network of Magic podcasts out there.
    Posted in: Modern
  • posted a message on Lifelink vs. Inferno Titan
    Wurmcoil Engine
    Inferno Titan

    You'll lose the game. Inferno Titan's damage-dealing ability (which is not combat damage) triggers when it's declared as an attacker. You'll be dealt the 3 damage before you get an opportunity to block with your Wurmcoil Engine, and thus you'll lose the game.
    Posted in: Magic Rulings Archives
  • posted a message on Reconnaissance Timing
    Quote from thisisfun
    So does this mean I can have my creatures deal combat damage, then untap them at the end of combat step?


    That is correct, yes.
    Posted in: Magic Rulings Archives
  • posted a message on Reconnaissance Timing
    Creatures cease to be "attacking creatures" when the end of combat step ends. Therefore, you can use Reconnaissance's ability to remove a creature from combat as late as the end of combat step, though this will have no noticeable effect since combat damage has already been dealt by then. The latest you can activate the ability to actually have a noticeable effect on the game is during the declare blockers step, or during the first strike combat damage step if an attacking creature has first strike or double strike.

    Also, an attacking creature need not be one that was declared as an attacker. Creatures put onto the battlefield attacking as the result of a spell or ability (such as a card with ninjutsu) didn't "attack", but they are "attacking creatures".
    Posted in: Magic Rulings Archives
  • posted a message on Flash question
    No. While flash lets you cast non-instant cards whenever you could cast an instant, it doesn't change any card types. They're not instants, so Lunar Mystic's ability will not trigger.
    Posted in: Magic Rulings Archives
  • posted a message on Good news for StF
    This would actually be at about the timeframe when an article explaining the flavor of M13 (if any) might show up. I'm looking forward to seeing the new StF, or whatever they call it.
    Posted in: Magic Storyline
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