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Author Topic:   The Rulings and Questions Thread, Part 54--Post ALL Your Rules Questions Here
Dancam1
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posted August 16, 2013 08:34 AM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
quote:
Originally posted by nderdog:
You would have 5 lands in play. Scapeshift would let you sacrifice 4 lands to put 4 lands into play, with a Plains off of the Flagstones pending. Putting 3 Flagstones into play off of the Scapeshift will mean losing 2 to the new Legends rule (instead of 3 per the pre-M14 Legends rule) and netting 2 more Plains. Grabbing 3 Flagstones is a terrible use of Scapeshift unless you're trying to fill your graveyard with extra lands for some reason.


The second question doesn't belong here as it's not a MTG Rules question, but while I don't know the actual number, the best thing is to just keep trimming your list down until it fits. It's some specific number of characters, but I've never been remotely bored enough to try and determine it. Suffice to say you can list hundreds of haves and hundreds of wants with no problem, from personal experience.


What is the pre-14 legends rule? When did all these things change?? You can see I haven't played in years. What other big changes were there? Thanks in advance, I'm quite confused now.

 
nderdog
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posted August 16, 2013 08:41 AM   Click Here to See the Profile for nderdog Click Here to Email nderdog Send a private message to nderdog Click to send nderdog an Instant MessageVisit nderdog's Homepage  Edit/Delete Message Reply With Quote View nderdog's Have/Want ListView nderdog's Have/Want List
quote:
Originally posted by Dancam1:
I actually have a second question. I just found out that damage doesn't go on the stack. i haven't played magic in years and was playing with some new friends. So, if damage doesn't go on the stack, then how can you healing salve a creature?

Lets run through a few scenarios:
1. I have a Llanowar Elf in play. My opponent has a White Knight. He attacks. I block. I play Giant growth on the elf, making it a 4/4. He would play healing salve when?

2. I heard that you can't do "parting tricks" anymore either. So, you can't have Cavern Harpy (2/1 flyer that for 1 life u can return to your hand) block, deal damage, put it on the stack, and then return it to your hand, is that correct? So, if I had a Llanowar elf and he blocked with his Harpy, he can't kill my elf and save his Harpy? This is really bizarre b/c this goes against almost 20 years of magic.

Is there a specific rules section that deals with damage?
thanks
Dan


For the first question, note that Healing Salve, per Oracle, reads "prevent the NEXT 3 damage" so you simply play it before damage is dealt, likely during the Declare Blockers step.

As for the second question, that is correct. You can do either one or the other, but not both.

For the information about damage as well as some other rules you may not know, check out the M10 Rules Changes. Also, M14 had a few new rules changes to review.

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Encantadian
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posted August 18, 2013 07:25 PM   Click Here to See the Profile for Encantadian Click Here to Email Encantadian Send a private message to Encantadian Click to send Encantadian an Instant Message Edit/Delete Message Reply With Quote 
I have 2 question and clarification about those two cards...


1)Render Silent

""Counter target spell. Its controller can't cast spells this turn.""

**my friend play Ral Zarek and i cast render silent to counter his ral zarek..then he played he's counter flux to counter my render silent...

the QUESTION is this: can he counter my render silent using his counter flux..render silent say it's controller can't cast a spell??


2)Young pyromancer and turn and burn fuse effect...

Young pyromancer

""Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental creature token onto the battlefield.""

Turn and Burn

"Target creature loses all abilities and becomes a 0/1 red wierd until end of turn.
//
Instant (U)
Burn deals 2 damage to target creature or player.
Fuse (You may play one or both halves of this card from your hand."

**young pyromancer in play.i cast and then fuse turn/burn to turn his archangel of thrune to 0/1 in play and burn it for 2 damage using a burn split card..

the QUESTION is this:can i make a 2 red elemental token in play 1 for turn and 1 for burn.Casting and fuse turn/burn do i make 2 token..or just 1 red elemental token...

 
thror
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posted August 18, 2013 07:41 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
1) Your render silent is still on the stack, and it has not yet resolved. this means that it has done NOTHING at this point, and your opponent is still free to cast spells.

2) Turn//Burn is 1 card, and therefor 1 spell cast, regardless if it is fused or not. You get 1 elemental token.

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Encantadian
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posted August 18, 2013 09:52 PM   Click Here to See the Profile for Encantadian Click Here to Email Encantadian Send a private message to Encantadian Click to send Encantadian an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by thror:
1) Your render silent is still on the stack, and it has not yet resolved. this means that it has done NOTHING at this point, and your opponent is still free to cast spells.

2) Turn//Burn is 1 card, and therefor 1 spell cast, regardless if it is fused or not. You get 1 elemental token.


thanks man for the clarification..it answers me well..


one and last final question about Ruric Thar, the Unbowed ?...

1)Ruric Thar, the Unbowed


[QUOTE]Ruric Thar, the Unbowed attacks each turn if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.[QUOTE]

Savage Summoning.


[QUOTE]Savage Summoning can't be countered.
The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it.[QUOTE]

**** my friend's life is down to 5 and he played W/U control deck..during his turn he cast supreme verdict to wipe out my 2 elvish mystic and 2 burning three emissary in play..in responds to his verdict or spell on stock..i cast Savage Summoning and then cast my Ruric Thar, the Unbowed as flash...taking my opponent a 6 damaged from ruric...


the QUESTION is this:can my opponent lost the game making his 0 life total because he take 6 damaged from ruric for casting supreme verdict....


 
Dancam1
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posted August 18, 2013 10:02 PM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
I have a question that I need help with
1. If a person has a Wilt-Leaf Liege (other white/green creatures get +1/+1) and puts a shield of the oversoul on it (if creature is green, it gets +1/+1 and is indestructible, if white, gets +1/+1 and has flying)
And I cast Sudden Spoiling (split second, all creatures target opponent controls become 0/2 and lose all abilities until end of turn) What power is the Liege and is it still indestructible?

Also, If my opponent has a white knight (2/2 first strike, protection black) and I cast a black sun's zenith (2BX put a -1/-1 counter on each creature) does the white knight die? For that matter, if the white knight blocks a black creature with infect, since damage is dealt in infect negative counters, would that stay on a pro color creature? I know damage is reduced to 0, but, not sure about counters.

Lastly, if an opponent has a knight of New Alara (2/2 other creatures get +1/+1 counter for each color they are. They also have 2 medicine runners (ability doesn't matter, they are 2/1). While the knight of alara is in play, the 2 creatures are both 4/3. I cast a pyroclasm (each creature takes 2 pts of damage). Initially, the 2 creatures survive, but, after the pyroclasm resolves, the Knight of new Alara dies. Once it dies, the other creatures go back to 2/1, which would then die b/c the damage counters are still there until end of turn, that is correct, right?
Thanks in advance
Dan

 
Dancam1
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posted August 18, 2013 10:07 PM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
Sorry, one more question

I cast wood elves (they state that when they come in play I can search my library for a Forest card and put it in play). I get a Temple Garden (which is a forest plains). Can I bypass the paying 2 life?

Conversely, if I have a play that lets me get a dual land and put it in play tapped, can I bypass that by getting a Temple Garden and paying 2 life and putting it in play tapped?

 
thror
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posted August 18, 2013 10:50 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
First one, @ Encantadian, Supreme Verdict.

Your opponent cast supreme verdict. in response, you cast savage summoning (it resolves) and then you cast Ruric Thar. Sadly, Ruric Thar does NOT deal 6 damage to your opponent, because he has already CAST the verdict. Ruric Thar would need to be on the battlefield before supreme verdict is cast. You would be better off letting the supreme verdict kill your guys, and then afterward, summoning+ruric, to have a creature to attack him with.


@ Dancam
Liege+Shield+Spoiling. Indestructible was recently changed to an ability, so it will be removed by Spoiling. Spoiling will make the liege 0/2, and then shield will apply, +2/+2 total because it is still green and white. End result, 2/4 liege with no abilities.

White knight+BSZ - 'protection' means the following dont work:
Damage
Enchanting/equipping
Blocking
Targeting
acronym DEBT, to make it easy to remember. BSZ does none of those, so it will put the -1/-1 counters there, and the knight will die. HOWEVER, infect is different. "This creature deals damage to creatures in the form of -1/-1 counters" Because protection stops damage, your white knight will NOT get -1/-1 counters from a black infect creature.

Knight of new alara, other dudes, pyroclasm - You are correct. Damage dealt to creatures doesn't go away until the end of the turn. pyroclasm deals 2 damage to everything, the other dudes live but Knight dies. once Knight is gone, the other creatures are smaller, and they die as well.

Wood elves and Shocklands - Wood elves let you get a forest, you are correct you can get Temple Garden. You can have it enter tapped for free. However, if you want temple garden to be untapped, you MUST pay 2 life.

If the effect only puts it into play tapped, you could pay 2 life, but it will STILL enter tapped. Gatherer - 10/1/2005 If another effect (such as Loxodon Gatekeeper's ability) tells you to put lands onto the battlefield tapped, it enters the battlefield tapped whether you pay 2 life or not.

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<@Anusien> Pretty sure New Zealanders are the sheep shaggers
<KIP_NZ> Anusien: I'm a kiwi and I've shagged a sheep
<KIP_NZ> we kiwi's like our sheep



[Edited 1 times, lastly by thror on August 18, 2013]

 
Goaswerfraiejen
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posted August 22, 2013 05:52 AM   Click Here to See the Profile for Goaswerfraiejen Click Here to Email Goaswerfraiejen Send a private message to Goaswerfraiejen Click to send Goaswerfraiejen an Instant Message Edit/Delete Message Reply With Quote 
So, I know that if you copy a card with transform, you copy whichever face is currently up, and it can't transform. But...


What happens if you copy a transform card that's in a graveyard? Suppose, for example, there are two Delvers of Secrets in graveyards, and you cast The Mimeoplasm.

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tysons
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posted August 22, 2013 06:24 AM   Click Here to See the Profile for tysons Click Here to Email tysons Send a private message to tysons Click to send tysons an Instant Message Edit/Delete Message Reply With Quote View tysons's Have/Want ListView tysons's Have/Want List
Hi. This will probably be an easy one, but I don't know anyone to ask here, in Astoria. My question is:

If my opponent controls Varolz, the Scar-Striped and another creature and I resolve Supreme Verdict, does my opponent have a chance to sacrifice the other creature to Regenerate Varolz, the Scar-Striped?

Varolz, the Scar-Striped lets you sacrifice another creature to regenerate him.

I hope I asked that correctly. Thanks in advance for any help.

 
Goaswerfraiejen
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posted August 22, 2013 06:47 AM   Click Here to See the Profile for Goaswerfraiejen Click Here to Email Goaswerfraiejen Send a private message to Goaswerfraiejen Click to send Goaswerfraiejen an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by tysons:
Hi. This will probably be an easy one, but I don't know anyone to ask here, in Astoria. My question is:

If my opponent controls Varolz, the Scar-Striped and another creature and I resolve Supreme Verdict, does my opponent have a chance to sacrifice the other creature to Regenerate Varolz, the Scar-Striped?

Varolz, the Scar-Striped lets you sacrifice another creature to regenerate him.

I hope I asked that correctly. Thanks in advance for any help.


Yup. Verdict goes on the stack, and your opponent gains priority and has the chance to respond to it. If she responds by sacrificing the other creature, then Varolz gets one regeneration "shield" that will allow it survive the next thing that would kill it.

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Pail42
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posted August 22, 2013 07:39 AM   Click Here to See the Profile for Pail42 Send a private message to Pail42 Click to send Pail42 an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by Goaswerfraiejen:
What happens if you copy a transform card that's in a graveyard? Suppose, for example, there are two Delvers of Secrets in graveyards, and you cast The Mimeoplasm.

If a double-faced card is not in play only the aspects of it's front face are considered.

 
ASheppard1288
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posted August 25, 2013 11:23 PM   Click Here to See the Profile for ASheppard1288 Click Here to Email ASheppard1288 Send a private message to ASheppard1288 Click to send ASheppard1288 an Instant Message Edit/Delete Message Reply With Quote View ASheppard1288's Have/Want ListView ASheppard1288's Have/Want List
I just need to know if this is possible (I thought it was and was playing it as if it were)

I have in play:

1 Soulmender (tap to gain 1 life)
1 Bubbling Cauldron (tap + 1 colorless + sacrifice = gain 4 life.... if it happens to be festering newt all opponents lose 4 I gain as much as they lost blah blah blah, that won't be the case)

I have soulmender untapped and blocks a creature. Knowing that souldmender's going to die I tap her to gain 1 life (after blocking) then sacrificing her to the Cauldron.

Am I doing it right? I want to make sure before I go to any local tourny's and make myself look real stupid (especially since I'm not a blonde!)

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thror
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posted August 25, 2013 11:29 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
you are doing it just fine. Combat has the following steps:
Beginning of combat
Declare attackers
Declare blockers
Damage
End of Combat

after blocking, before damage actually happens, you each get the opportunity to activate abilities and cast instants. You can activate both soulmender and bubbling cauldron here to gain life.

Note: if you are blocking a creature with trample, you will take FULL damage from it. otherwise the blocked creature will try to damage the soulmender, but it's already dead, so no damage happens.

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<@Anusien> Pretty sure New Zealanders are the sheep shaggers
<KIP_NZ> Anusien: I'm a kiwi and I've shagged a sheep
<KIP_NZ> we kiwi's like our sheep

 
Dancam1
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posted August 25, 2013 11:31 PM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
I have a crazy rules question too...

I have an isochron scepter in play with Final fortune inprinted on it. Final Fortune reads "take an extra turn. At the beginning of that turn's end step, you lose the game.

What I want to do is tap it. So, I take a turn after this one. I untap, do what I need to do, which includes tapping the scepter again which would give me another turn after this one. After that resolves and I attack, I enter my second main step, at which time, I cast time stop, which ends the turn right there, hence, no end step, meaning that I don't lose the game at the end of that turn. therefore, I would then begin my third turn in a row and I repeat the cycle.

Is that legal? I really don't see why not b/c the card only looks for the first end step to be reached, and if it isn't, then that never triggers...

 
ASheppard1288
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posted August 25, 2013 11:43 PM   Click Here to See the Profile for ASheppard1288 Click Here to Email ASheppard1288 Send a private message to ASheppard1288 Click to send ASheppard1288 an Instant Message Edit/Delete Message Reply With Quote View ASheppard1288's Have/Want ListView ASheppard1288's Have/Want List
quote:
Originally posted by thror:
you are doing it just fine. Combat has the following steps:
Beginning of combat
Declare attackers
Declare blockers
Damage
End of Combat

after blocking, before damage actually happens, you each get the opportunity to activate abilities and cast instants. You can activate both soulmender and bubbling cauldron here to gain life.

Note: if you are blocking a creature with trample, you will take FULL damage from it. otherwise the blocked creature will try to damage the soulmender, but it's already dead, so no damage happens.


so if I am blocking a creature with trample, I can't block, use ability and sacrifice? I know the trample damage (what's left after blocking) would go through, but is it different in this case?

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thror
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posted August 25, 2013 11:45 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
perfectly fine, provided you could keep casting time stop. would be easier to pull off with sundial of the infinite.

you can also 'end the turn' with the Lose The Game trigger on the stack. it will be exiled from the stack, thus not losing you the game.

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"He fights you not because you have wronged him, but because you are there."

<@Anusien> Pretty sure New Zealanders are the sheep shaggers
<KIP_NZ> Anusien: I'm a kiwi and I've shagged a sheep
<KIP_NZ> we kiwi's like our sheep

 
thror
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posted August 25, 2013 11:47 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by ASheppard1288:
so if I am blocking a creature with trample, I can't block, use ability and sacrifice? I know the trample damage (what's left after blocking) would go through, but is it different in this case?


a creature with trample has to assign 'lethal damage' before anything can trample over. in this case, however, the creature blocking it is already dead, meaning lethal damage == 0. you would take all the damage.

ill direct you to this card as an example:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87329
6/1/2005 Curtain of Light isn't particularly effective against creatures with trample. Since the creature with trample has no blocker to assign damage to, all the damage will be assigned to the defending player.

Damage doesnt go on the stack anymore. it just happens in the 'combat damage' step. if you let it get that far, your creature will take damage AND die, BEFORE you can do anything with it. so you have to do your stuff in the declare blockers step, after you block. so then when combat damage actually happens, your dude is long gone.

__________________
"He fights you not because you have wronged him, but because you are there."

<@Anusien> Pretty sure New Zealanders are the sheep shaggers
<KIP_NZ> Anusien: I'm a kiwi and I've shagged a sheep
<KIP_NZ> we kiwi's like our sheep



[Edited 1 times, lastly by thror on August 25, 2013]

 
Dancam1
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posted August 26, 2013 06:42 AM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
quote:
Originally posted by thror:
perfectly fine, provided you could keep casting time stop. would be easier to pull off with sundial of the infinite.

you can also 'end the turn' with the Lose The Game trigger on the stack. it will be exiled from the stack, thus not losing you the game.



How do you end the turn with lose the game on the stack and not have it resolve? Or are you referring to the Sundial? I am a bit confused.
Thanks in advance
Dan
 
WeedIan
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posted August 26, 2013 06:57 AM   Click Here to See the Profile for WeedIan Click Here to Email WeedIan Send a private message to WeedIan Click to send WeedIan an Instant MessageVisit WeedIan's Homepage  Edit/Delete Message Reply With Quote View WeedIan's Have/Want ListView WeedIan's Have/Want List
Using cards that end the turn like Timestop or Sundial. Lose the game triggers can also be countered with abilties that say counter target triggered ability (like stifle)

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Pail42
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posted August 26, 2013 12:37 PM   Click Here to See the Profile for Pail42 Send a private message to Pail42 Click to send Pail42 an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by Dancam1:
How do you end the turn with lose the game on the stack and not have it resolve? Or are you referring to the Sundial? I am a bit confused.

"At the beginning of that turn's end step, you lose the game."

That means when you enter the end step of your next turn an ability "you lose the game" is put on the stack. You can still react before it resolves.

When a spell or ability ends the turn everything on the stack ceases to exist, so you can use Sundial or Time Stop to end the current turn without the 'lose' ability ever resolving. The other option to avoid losing would be to counter the ability with a card like Stifle, Trickblind, or Voidslime.

quote:

713. Ending the Turn

713.1. Two cards (Time Stop and Sundial of the Infinite) end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, "Resolving Spells and Abilities").

713.1a Exile every object on the stack, including the object that's resolving. Remove all creatures and planeswalkers (including those that are phased out) from combat. All objects not on the battlefield or in the command zone that aren't represented by cards will cease to exist the next time state-based actions are checked (see rule 704, "State-Based Actions").

713.1b Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.

713.1c The current phase and/or step ends. The game skips straight to the cleanup step. Skip any phases or steps between this phase or step and the cleanup step.

713.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered between the spell or ability resolving and the cleanup step ending, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, "Cleanup Step."

713.3. Even though the turn ends, "at the beginning of the end step" triggered abilities don't trigger because the end step is skipped.




[Edited 1 times, lastly by Pail42 on August 26, 2013]
 
Dancam1
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posted September 03, 2013 06:50 PM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
Hey guys, got a new rules question about Theros and the new combo artifact enchantment creatures crazy combo add ons....
This is lifted from the Wizards website:
When a card with bestow is in your hand, you have two options: cast it normally for its mana cost, or cast it for its bestow cost. If you cast a bestow card normally, it's an enchantment creature spell that resolves and becomes an enchantment creature on the battlefield. Its bestow ability and its "Enchanted creature gets..." text are ignored.

If you cast a bestow card for its bestow cost, it's never a creature spell. Instead, it's an Aura spell with enchant creature, so you have to target a creature to cast it. If that creature has a heroic ability, this will trigger it, just as any other Aura spell would.

If the target creature leaves the battlefield after you cast a card with bestow as an Aura but before the spell resolves, the Aura spell will resolve as an enchantment creature rather than being countered like a normal Aura spell. If the target creature is still on the battlefield when the Aura spell resolves, it resolves as an Aura enchanting that creature.

While it's enchanting a creature, an Aura with bestow grants the creature the bonuses listed in its text box. If the creature it's enchanting leaves the battlefield for any reason, the Aura immediately becomes an enchantment creature again rather than being put in the graveyard like other Auras.


I am having a hard time following this. Does this mean that if the creature that I go to enchant should be removed in any way that the enchant creature bestow card becomes a stand alone enchantment? How would that work? What will they enchant? I am really confused.

Same with Hammer of Purphuros. How does it work? Does it enchant an artifact? Does it stand alone, can it do both? What happens if the target isn't there upon resolution? Does anyone have any info on how this will all work out b/c the way I am seeing it is that it is not as good as equipt, but, impossible to make it fizzle without a counterspell.
thanks in advance
Dan

 
Caitiri
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posted September 03, 2013 07:02 PM   Click Here to See the Profile for Caitiri Send a private message to Caitiri Click to send Caitiri an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by Dancam1:

I am having a hard time following this. Does this mean that if the creature that I go to enchant should be removed in any way that the enchant creature bestow card becomes a stand alone enchantment? How would that work? What will they enchant? I am really confused.

If the creature is removed the bestow card will become a creature. If the bestow card was on the stack as an enchantment it will enter the battlefield as a creature, if it was attached to a creature in play and that creature is removed the bestow card will stay in play as a creature.

quote:


Same with Hammer of Purphuros. How does it work? Does it enchant an artifact? Does it stand alone, can it do both? What happens if the target isn't there upon resolution? Does anyone have any info on how this will all work out b/c the way I am seeing it is that it is not as good as equipt, but, impossible to make it fizzle without a counterspell.
thanks in advance
Dan

It is an artifact enchantment. It does not enchant anything, it is simply a permanent on the battlefield that counts as both an artifact and an enchantment. It does not target anything and does not attach to anything. It is similar to other global enchantments and non-equipment artifacts.

-Caitiri

 
Dancam1
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posted September 03, 2013 07:20 PM   Click Here to See the Profile for Dancam1 Send a private message to Dancam1 Click to send Dancam1 an Instant Message Edit/Delete Message Reply With Quote View Dancam1's Have/Want ListView Dancam1's Have/Want List
quote:
Originally posted by Caitiri:
If the creature is removed the bestow card will become a creature. If the bestow card was on the stack as an enchantment it will enter the battlefield as a creature, if it was attached to a creature in play and that creature is removed the bestow card will stay in play as a creature.

It is an artifact enchantment. It does not enchant anything, it is simply a permanent on the battlefield that counts as both an artifact and an enchantment. It does not target anything and does not attach to anything. It is similar to other global enchantments and non-equipment artifacts.

-Caitiri


So, if you cast a card for it's bestow cost, and the creature isn't there when it resolves, then it comes into play as a creature, even if u originally cast it as a creature enchantment aka aura?

For some reason, I thought the second card was also an enchant type of card. My mistake.
Thanks for getting back so fast.
Dan

 
ryan2754
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posted September 04, 2013 08:34 PM   Click Here to See the Profile for ryan2754 Click Here to Email ryan2754 Send a private message to ryan2754 Click to send ryan2754 an Instant Message Edit/Delete Message Reply With Quote View ryan2754's Have/Want ListView ryan2754's Have/Want List
How will Opalescence work with the tokens made from Heliod, God of the Sun?

And to add on, how will Heliod work with it? If it's just can enchantment, I get it, but what happens when my devotion is high enough that Heliod is both creature and enchantment, and I have opalescence in play?

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[Edited 1 times, lastly by ryan2754 on September 04, 2013]

 

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