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Author
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Topic: The Rulings Thread, part 43 (ALL rules-related questions go HERE!)
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Sliver King Member
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posted August 11, 2009 09:26 AM

Over at Channelfireball, a situation recently came up in a draft match whereby LSV put an Ice Cage on Llanowar Elves with the intention of stopping it from producing mana. A question arises as to whether or not Ice Cage can indeed stop the mana ability of the elves. From the comprehensive rules,quote: Originally posted by 605.1a: 605.1a - An activated ability without a target that could put mana into a player's mana pool when it resolves is a mana ability.
Because the mana ability is an activated ability by definition, does the Ice Cage prevent the controller of the elves from tapping it for mana?
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Our_Benefactors Member
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posted August 11, 2009 09:41 AM

quote: Originally posted by Sliver King: Over at Channelfireball, a situation recently came up in a draft match whereby LSV put an Ice Cage on Llanowar Elves with the intention of stopping it from producing mana. A question arises as to whether or not Ice Cage can indeed stop the mana ability of the elves. From the comprehensive rules,[QUOTE]Originally posted by 605.1a: 605.1a - An activated ability without a target that could put mana into a player's mana pool when it resolves is a mana ability.
Because the mana ability is an activated ability by definition, does the Ice Cage prevent the controller of the elves from tapping it for mana?[/QUOTE]It will indeed stop the elves' ability. Often, you will see templating that says something like "activated abilities other than mana abilities can't be played", eg pithing needle. Since no such caveat exists on ice cage, it will stop mana abilities. __________________ Originally pm'd by gordon eugene lilly: lol at you 33 refs you are you? nobody!
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Bugger Member
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posted August 11, 2009 03:07 PM

Stupid question alert!I'm finally starting to play magic again since my cousin has picked up an interest in the game again. We were playing this weekend and he was using my elf deck. I'll skip a lot of the pointless storytelling to get to the rules question, which is this: What, exactly, constitutes a creature spell? I was of the impression that a creature spell is exactly that, and nothing more: it's a creature spell when it's being played, no more. Activated abilities on a creature card are just that- activated abilities. The specific example I have is this: If Sam (my cousin) has a Masked Admirers in his graveyard and a Llanowar Elves in play, will tapping the Elf for (G) mana count as a creature spell, thus allowing him to pay (G)(G) to return the Admirers to his hand? Will an Imperious Perfect's token-generation ability trigger this as well (since it's not a mana-producing ability)? And finally, do the actived abilities of any permanent count as spells in any way for the abilities of other cards? Example: will paying 2 mana for my Necrogenesis to remove a creature in my graveyard and put a token into play trigger the green-black spell requirement of my Woodlurker Mimic?
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Our_Benefactors Member
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posted August 11, 2009 03:27 PM

A "creature spell" is as you described it, only when you actually play the card.__________________ Originally pm'd by gordon eugene lilly: lol at you 33 refs you are you? nobody!
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yakusoku Member
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posted August 11, 2009 03:33 PM
  
quote: Originally posted by Bugger:
What, exactly, constitutes a creature spell? will tapping the Elf for (G) mana count as a creature spell, thus allowing him to pay (G)(G) to return the Admirers to his hand? Will an Imperious Perfect's token-generation ability trigger this as well (since it's not a mana-producing ability)?
Quick aside: this is the reason why M10 brought the terminology change. You CAST spells. You PLAY abilities. When you cast Llanowar Elves, announce it, play all costs and place it on the stack, it is a spell. When you play the ability, that is NOT a spell. Tapping Llanowar Elves for G is a mana ability, not a spell. Using Imperious Perfect's ability is an activated ability, not a spell. Note the updated Oracle text for Masked Admirers: quote:
Whenever you cast a creature spell you may pay {G}{G}. If you do, return Masked Admirers from your graveyard to your hand.
quote:
And finally, do the actived abilities of any permanent count as spells in any way for the abilities of other cards? Example: will paying 2 mana for my Necrogenesis to remove a creature in my graveyard and put a token into play trigger the green-black spell requirement of my Woodlurker Mimic?
No, abilities do not count as spells. Only spells are spells. A spell is either a card or a copy of a spell or card on the stack. An ability is certain not a card, and unless the ability specifically mentions that you cast a spell, you are not casting a spell. Note Izzet Guildmage's text: quote:
Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy.
It does not say you cast a spell, so even its ability will not trigger words similarly worded to Masked Admirers. Isochron is a notable exception, as it specifically says you may CAST a spell: quote:
You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Just like the Masked Admirers, Woodlurker Mimic has a new wording: quote:
Whenever you cast a spell that's both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn.
Unless you actually cast a spell (most of the time, this means a physical card played from some zone), Masked Admirers and Woodlurker Mimic will NOT trigger.
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ScornfulEgotist Member
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posted August 12, 2009 11:42 AM

Here's a question I've had for a while.Does copying a spell count as "playing" (or should I say "casting") a spell? Some cards, like Isochron Scepter, have specific wording that says "play the copy without paying its mana cost." Others, like Twincast, don't. Is it just implied, or is copying a spell something different? To put it in context, if I play a Bituminous Blast, Cascade into a Twincast and use it to copy the Blast, does the copy's Cascade ability trigger?
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OGB Member
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posted August 12, 2009 12:26 PM
  
quote: Originally posted by ScornfulEgotist: Here's a question I've had for a while.Does copying a spell count as "playing" (or should I say "casting") a spell? Some cards, like Isochron Scepter, have specific wording that says "play the copy without paying its mana cost." Others, like Twincast, don't. Is it just implied, or is copying a spell something different? To put it in context, if I play a Bituminous Blast, Cascade into a Twincast and use it to copy the Blast, does the copy's Cascade ability trigger?
Copying a spell is not the same as casting a spell. In your example, when you cast Bituminous Blast, the cascade will trigger and you reveal Twincast, then Twincast is the spell you cast, and Twincast lets you copy Bituminous Blast. The copy is then put onto the stack. And since cascade only works when you cast the spell, you will not get to cascade off the Twincasted copy. A little complicated and wordy, but hopefully it helps.
[Edited 1 times, lastly by OGB on August 12, 2009]
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ScornfulEgotist Member
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posted August 12, 2009 12:36 PM

It does, thanks. I kind of figured it didn't work that way, but I had dreams (stupid, Johnny-esque dreams) of a deck that consisted entirely of cards with Cascade and Twincast effects that I just didn't want to let die...
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Lantis Member
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posted August 12, 2009 01:26 PM
  
quote: If this leaves play before its first ability resolves, the second ability will do nothing, then the first ability will remove the card from the game, where it will remain removed. [Shards of Alara FAQ 2008/09/23]
Hi, just had a question about Tidehallow Sculler. According to the above rule, could I play the Tidehallow, choose a card from the opponents hand, and then sacrifice The Tidehallow with a Thopter Foundry, and permanently remove the opponents card from the game?
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OGB Member
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posted August 12, 2009 01:30 PM
  
quote: Originally posted by Lantis: Hi, just had a question about Tidehallow Sculler. According to the above rule, could I play the Tidehallow, choose a card from the opponents hand, and then sacrifice The Tidehallow with a Thopter Foundry, and permanently remove the opponents card from the game?
You can do this, but not in the order you described. First, you cast Tidehollow Sculler. Then, if he resolves, he enters the battlefield and his ability goes on the stack. While his ability is on the stack, you sacrifice him to Thopter Foundry. Then, his leaves the battlefield ability goes on the stack on top of the enters the battlefield ability. Then they resolve in LIFO order. So basically, to get your desired result, you need to sac him with his ability on the stack, BEFORE you look at your opponent's hand and choose a card. Hope this helps! Edit: the same thing works with Oblivion Ring.
[Edited 1 times, lastly by OGB on August 12, 2009]
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Lantis Member
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posted August 12, 2009 03:36 PM
  
Thanks OGB, that clears things up for me.
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mtg_collector Member
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posted August 16, 2009 05:11 AM
  
Hi,my question is: if I have 4x burning wish in my deck, could i fetch a tinker each time or not because its restricted? does it change things if I already have a tinker in my deck? thanks
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iheartp9 Member
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posted August 16, 2009 07:44 AM
  
If you're playing casual then you can fetch tinker as many times as you want. If you're playing in Vintage (I assume since that's the only format Tinker's currently legal in), then you can only have at most 1 tinker between your deck and sideboard. Any more tinkers than that and you have an illegal decklist, which is a game loss at all RELs.
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caquaa Member
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posted August 16, 2009 08:10 AM

quote: Originally posted by iheartp9: If you're playing casual then you can fetch tinker as many times as you want. If you're playing in Vintage (I assume since that's the only format Tinker's currently legal in), then you can only have at most 1 tinker between your deck and sideboard. Any more tinkers than that and you have an illegal decklist, which is a game loss at all RELs.
you missed the part where burning wish is restricted in T1. Yawgmoth's will was moved to the sideboard and 4 copies of wish were played main deck essentially giving someone 4 copies of will main deck so it got restricted as well. __________________
-Caquaa caquaa@yahoo.comBuying MM counterspells for my counterspell collection. Click me! If at first you don’t succeed, failure may be your style.
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iheartp9 Member
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posted August 16, 2009 01:51 PM
  
I'm not sure how that's relevant to my answer?
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Our_Benefactors Member
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posted August 16, 2009 04:30 PM

quote: Originally posted by iheartp9: I'm not sure how that's relevant to my answer?
He's asking if he can do something, and you said yez when he really can't because of restrictions.
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iheartp9 Member
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posted August 16, 2009 04:38 PM
  
He's asking if he can run more than 1 tinker between main and side and I said no.
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Our_Benefactors Member
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posted August 16, 2009 07:30 PM

quote: Originally posted by iheartp9: He's asking if he can run more than 1 tinker between main and side and I said no.
Yes, you provided the correct answer without giving him the actual information he needed, congratulations.
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mtg_collector Member
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posted August 16, 2009 09:41 PM
  
Hey, no need to argue guys both of the answers was what I was asking anyways. thanks
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KyleHauser Member
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posted August 16, 2009 10:48 PM

Treetop VillageThe 3/3 creature doesnt have summoning sickness does it?
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WeedIan Member
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posted August 17, 2009 05:59 AM

quote: Originally posted by KyleHauser: Treetop VillageThe 3/3 creature doesnt have summoning sickness does it?
It does the turn you play Treetop village (not that it matters since the land comes into play tapped) __________________ Member Since 03/28/2001 9000+ posts 4th in posts in Ontario 22nd in posts on MOTL 8th in Refs in Ontario
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flavor_of_the_weak Member
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posted August 17, 2009 11:34 PM

My friend wants to know 2 rules.1.How does ownership work in group games,if you use cards like Memnarch,Control Magic & Seasinger and one of the players died, do you still gain control of the permanent of that player or they go back to the player deck that died? 2.How does Preferred Selection Work?
Preferred Selection 'Enchantment, 2GG At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library.' __________________ You're as cold as ice,MOTL'S #1 Music Member,Al Gore is a liar,Will not support his global warming liesR.I.P Lucky (1997 -2003). God Bless You All.. Expect to see Graffitti Inc Clothing Soon! Thank You & Check My List
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Our_Benefactors Member
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posted August 18, 2009 07:45 AM

quote: Originally posted by flavor_of_the_weak: My friend wants to know 2 rules.1.How does ownership work in group games,if you use cards like Memnarch,Control Magic & Seasinger and one of the players died, do you still gain control of the permanent of that player or they go back to the player deck that died? 2.How does Preferred Selection Work?
Preferred Selection 'Enchantment, 2GG At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay {2}{G}{G}. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library.'
1. The "official" rules are that when a player leaves, all permanents that they OWN leave the game with them. So, if you gain control of a creature with Memnarch and that creature's owner leaves the game, the creature leaves with him. 2. At the beginning of your upkeep (this is before your regular draw), you look at the top two cards of your library. You now have a choice. You can pay 2GG and sac preferred selection, and then put one of those cards into your hand. Or, you can pay nothing, and choose one of those two cards to be put on the bottom of your library, allowing you to filter your draw somewhat. After you make one of these two choices, you draw your normal card for the turn.
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nderdog Moderator
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posted August 19, 2009 10:43 AM
  
Looks like a good point to stop this thread and start a new one.__________________ There's no need to fear, UNDERDOG is here!All your Gruul Nodorogs are belong to me. Trade them to me, please! Report rules violations. Remember the Auctions Board!
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