Author
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Topic: The Rulings Thread part 55 - Please post ALL Rules Questions here!
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whocares Member
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posted March 19, 2014 04:07 PM
friend has tamiyo with 8 counters and cyclonic rift in hand. he passes the turn.i cast zealous conscripts and activate the -8 ability. how and can he prevent me from ultimating tamiyo? what is his best option here ?
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B14ckM4g3 Member
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posted March 19, 2014 04:27 PM
He can respond to your targetting of tamiyo with the conscripts and return it to his hand then. If he allows tamiyo to change sides, he cannot bounce it before the -8 resolves. Priority to active player in resolution and activation.
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choco man Member
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posted March 19, 2014 04:28 PM
quote: Originally posted by whocares: friend has tamiyo with 8 counters and cyclonic rift in hand. he passes the turn.i cast zealous conscripts and activate the -8 ability. how and can he prevent me from ultimating tamiyo? what is his best option here ?
Unless you pass priority, he will not be able to stop you from using the ultimate. quote: Originally posted by B14ckM4g3: He can respond to your targetting of tamiyo with the conscripts and return it to his hand then. If he allows tamiyo to change sides, he cannot bounce it before the -8 resolves. Priority to active player in resolution and activation.
Cyclonic Rift cannot target permanents that you control, so his opponent won't be able to save his Tamiyo.
[Edited 1 times, lastly by choco man on March 19, 2014]
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mulder Member
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posted March 20, 2014 10:19 PM
Can you cast Shardless Agent, cascade into a Fireball and cast it for 100 000 dmg? Because it has a cost of one when you reveal it, and nowhere does it say that x has to be 0.
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caquaa Member
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posted March 20, 2014 11:55 PM
quote: Originally posted by mulder: Can you cast Shardless Agent, cascade into a Fireball and cast it for 100 000 dmg?
no 107.3b. If a player is casting a spell that has an X in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”
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mm1983 Member
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posted March 22, 2014 09:33 AM
Does Djinn Illuminatus allow you to replicate suspend cards at the cost of 0 if the only way to cast it is to suspend the card. I am curious if this works with Ancestral Vision to draw out your deck or as many cards as you need?
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choco man Member
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posted March 22, 2014 09:35 AM
quote: Originally posted by mm1983: Does Djinn Illuminatus allow you to replicate suspend cards at the cost of 0 if the only way to cast it is to suspend the card. I am curious if this works with Ancestral Vision to draw out your deck or as many cards as you need?
Ancestral Visions doesn't have a mana cost, so you cannot replicate it.
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broiler1977 Member
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posted March 22, 2014 01:00 PM
Can you sac a mogg fanatic and activate prowl on earwig squad
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fedorables Member
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posted March 22, 2014 03:01 PM
quote: Originally posted by broiler1977: Can you sac a mogg fanatic and activate prowl on earwig squad
No. Reminder text on Earwig Squad's prowl states it has to be combat damage dealt by goblin or rogue.
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mattw Member
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posted April 03, 2014 03:39 PM
Can I remove all the +1/+1 counters from a monstrous creature and make it not monstrous anymore?
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Pail42 Member
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posted April 03, 2014 04:05 PM
quote: Originally posted by mattw: Can I remove all the +1/+1 counters from a monstrous creature and make it not monstrous anymore?
Nope, the creature is monstrous until it leaves play. On the flip side of this question - you can still make a creature become monstrous if counters were put on it for some other reason. Rules 701.28a "Monstrosity N" means "If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous." Monstrous is a condition of that permanent that can be referred to by other abilities. 701.28b If a permanent’s ability instructs a player to "monstrosity X," other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.
[Edited 2 times, lastly by Pail42 on April 03, 2014]
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choco man Member
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posted April 05, 2014 10:54 AM
With Fist of Suns in play, is it possible to pay WUBRG for the Time Spiral suspend spells (eg Ancestral Visions)?
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jaromirjagr Member
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posted April 05, 2014 12:13 PM
quote: Originally posted by choco man: With Fist of Suns in play, is it possible to pay WUBRG for the Time Spiral suspend spells (eg Ancestral Visions)?
no.As suspend is not casting the spell.Fist of the suns is only an alternate casting cost. __________________ #1 in refs in B.C.,Canada #4 in Canada Top 30 in refs on motlemail-kenthomson@shaw.ca
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skizzikmonger Member
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posted April 12, 2014 08:56 PM
I have a Desecration Demon in play, and my opponent has an untapped Mutavault and no creatures. I go to combat, putting the Demon's ability on the stack. My opponent taps his Mutavault to make it a creature to sac to the Demon. After the Mutavault trigger resolves, but before he can sac it to my Demon, can I kill the Mutavault to keep my opponent from tapping it?This came up at FNM last night and no one knew if I could kill the Mutavault, or if my opponent still had priority and could sac it before I killed it.
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dfitzg88 Member
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posted April 12, 2014 09:14 PM
quote: Originally posted by skizzikmonger: I have a Desecration Demon in play, and my opponent has an untapped Mutavault and no creatures. I go to combat, putting the Demon's ability on the stack. My opponent taps his Mutavault to make it a creature to sac to the Demon. After the Mutavault trigger resolves, but before he can sac it to my Demon, can I kill the Mutavault to keep my opponent from tapping it?This came up at FNM last night and no one knew if I could kill the Mutavault, or if my opponent still had priority and could sac it before I killed it.
Priority just means the opportunity to add to the stack. A triggered or activated ability won't resolve until both players pass. You have a chance to kill Mutavault before the ability resolves for the same reason he has a chance to activate the Mutavault. Player A's Demon's ability goes on the stack Players must both pass for the ability to resolve Player B responds by activating mutavault Mutavault's activated ability goes on the stack Both players pass and allow mutavault's ability to resolve; Mutavault becomes a creature. Now we're back up to the Demon's ability; it tries to resolve. Player A adds a Doom Blade to the stack targeting Mutavault Both players pass to allow the removal spell to resolve Now we're back up to the Demon's ability; it tries to resolve. Both players pass. The ability resolves with no creatures to sac.
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KIP_NZ Member
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posted April 13, 2014 03:26 AM
quote: Originally posted by jaromirjagr: no.As suspend is not casting the spell.Fist of the suns is only an alternate casting cost.
That would be incorrect. From the rulings on Ancestral Vision: 10/15/2006 This has no mana cost, which means it can't normally be cast as a spell. You could, however, cast it via some alternate means, like with Fist of Suns or Mind's Desire. __________________ I only play eternal formats Former DCI Level 2 Judge (Retired) Current Grumpy old man Level 2 (Active)
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revenger Member
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posted April 14, 2014 11:26 AM
Does Tsabo's Web make lands like Rishadian Port and Maze of Ith not untap?__________________ 28th in refs on Motl! #1 Ref's for Arizona! I offer 3rd party trading services. Email if interested. Your 2008, 2010 & 2012 Siskel & Ebert award winner! Your Motl runner-up in My Cousin Vinny & Rolling Stone Award!
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coasterdude84 Member
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posted April 14, 2014 11:30 AM
quote: Originally posted by revenger: Does Tsabo's Web make lands like Rishadian Port and Maze of Ith not untap?
Yep. No untapping Ports, Mazes, Wastelands, Manlands, etc.
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choco man Member
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posted April 27, 2014 04:17 AM
With Primal Vigor/Doubling Season out, when you move +1/+1 counters with graft, do you multiply the counters or simply move one for one?
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chaos021 Member
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posted April 27, 2014 05:07 PM
quote: Originally posted by choco man: With Primal Vigor/Doubling Season out, when you move +1/+1 counters with graft, do you multiply the counters or simply move one for one?
10/1/2005: Doubling Season affects cards that "enter the battlefield with" a certain number of counters. Triskelion, for example, would enter the battlefield with six +1/+1 counters on it rather than three. 10/1/2005: Planeswalkers will enter the battlefield with double the normal amount of loyalty counters. However, if you activate an ability whose cost has you put loyalty counters on a planeswalker, the number you put on isn't doubled. This is because those counters are put on as a cost, not as an effect. According to similar rulings made on those cards, they only affect "enters-the-battlefield" triggers. Unless they've made a more recent ruling that I can't find, counters from graft would not get doubled. __________________ "Message to women worldwide: Girls....we're stupid. We don't like games. We don't know games. We can't read minds. Say it like you mean or STFU." -rockondonMy Sale Thread
[Edited 1 times, lastly by chaos021 on April 27, 2014]
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thror Member
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posted April 27, 2014 05:13 PM
they have those rulings so that people know those counters ALSO get doubled. any time you place a counter somewhere, including moving it, you end up with DOUBLE."If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead." there was confusion regarding 'enters the battlefield with x counters', so they elaborated that yes, that is an included effect. __________________ "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 April 27, 2014]
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chaos021 Member
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posted April 27, 2014 06:33 PM
quote: Originally posted by thror: they have those rulings so that people know those counters ALSO get doubled. any time you place a counter somewhere, including moving it, you end up with DOUBLE.
That's would be weird because that seems obvious. __________________ "Message to women worldwide: Girls....we're stupid. We don't like games. We don't know games. We can't read minds. Say it like you mean or STFU." -rockondonMy Sale Thread
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YoungQuakerBoy Member
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posted April 28, 2014 11:15 AM
From what the text says, it does not really make sense to double it (and then not to add more for plainswalkers, even if it is a cost), but all I have read, albeit it is just conversation, not rulings, says that it does double them.
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Leeroy Member
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posted April 29, 2014 10:04 AM
quote: Originally posted by YoungQuakerBoy: From what the text says, it does not really make sense to double it (and then not to add more for plainswalkers, even if it is a cost), but all I have read, albeit it is just conversation, not rulings, says that it does double them.
It makes perfect sense once you know the corresponding rules. Let's take it step by step: Doubling Season says: If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. What is an "effect", is strictly defined in Magic: 609.1. An effect is something that happens in the game as a result of a spell or ability. (See rule 609. for detailed information.) Graft says: Whenever another creature enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature. "Moving" has a definition as well: 121.5. If an effect says to "move" a counter, it means to take that counter from the object it's currently on and put it onto a second object. (For further reading, see rule 121.) All clear now? :)
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chaos021 Member
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posted April 29, 2014 12:49 PM
quote: Originally posted by Leeroy: It makes perfect sense once you know the corresponding rules. Let's take it step by step:Doubling Season says: If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. What is an "effect", is strictly defined in Magic: 609.1. An effect is something that happens in the game as a result of a spell or ability. (See rule 609. for detailed information.) Graft says: Whenever another creature enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature. "Moving" has a definition as well: 121.5. If an effect says to "move" a counter, it means to take that counter from the object it's currently on and put it onto a second object. (For further reading, see rule 121.) All clear now?
Then why doesn't it work for planeswalkers? You're placing counters there as part of the activation. __________________ "Message to women worldwide: Girls....we're stupid. We don't like games. We don't know games. We can't read minds. Say it like you mean or STFU." -rockondonMy Sale Thread
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