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Author Topic:   The Rulings Thread part 55 - Please post ALL Rules Questions here!
whocares
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posted March 19, 2014 04:07 PM   Click Here to See the Profile for whocares Click Here to Email whocares Send a private message to whocares Click to send whocares an Instant Message Edit/Delete Message Reply With Quote 
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 ?

 
B14ckM4g3
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posted March 19, 2014 04:27 PM   Click Here to See the Profile for B14ckM4g3 Click Here to Email B14ckM4g3 Send a private message to B14ckM4g3 Click to send B14ckM4g3 an Instant Message Edit/Delete Message Reply With Quote 
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.
 
choco man
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posted March 19, 2014 04:28 PM   Click Here to See the Profile for choco man Click Here to Email choco man Send a private message to choco man Click to send choco man an Instant Message Edit/Delete Message Reply With Quote 
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]

 
mulder
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posted March 20, 2014 10:19 PM   Click Here to See the Profile for mulder Click Here to Email mulder Send a private message to mulder Click to send mulder an Instant Message Edit/Delete Message Reply With Quote 
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.
 
caquaa
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posted March 20, 2014 11:55 PM   Click Here to See the Profile for caquaa Click Here to Email caquaa Send a private message to caquaa Click to send caquaa an Instant Message Edit/Delete Message Reply With Quote View caquaa's Trade Auction or SaleView caquaa's Trade Auction or Sale
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.”

 
mm1983
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posted March 22, 2014 09:33 AM   Click Here to See the Profile for mm1983 Click Here to Email mm1983 Send a private message to mm1983 Click to send mm1983 an Instant Message Edit/Delete Message Reply With Quote View mm1983's Have/Want ListView mm1983's Have/Want List
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?
 
choco man
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posted March 22, 2014 09:35 AM   Click Here to See the Profile for choco man Click Here to Email choco man Send a private message to choco man Click to send choco man an Instant Message Edit/Delete Message Reply With Quote 
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.

 
broiler1977
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posted March 22, 2014 01:00 PM   Click Here to See the Profile for broiler1977 Click Here to Email broiler1977 Send a private message to broiler1977 Click to send broiler1977 an Instant Message Edit/Delete Message Reply With Quote 
Can you sac a mogg fanatic and activate prowl on earwig squad
 
fedorables
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posted March 22, 2014 03:01 PM   Click Here to See the Profile for fedorables Send a private message to fedorables Click to send fedorables an Instant Message Edit/Delete Message Reply With Quote 
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.

 
mattw
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posted April 03, 2014 03:39 PM   Click Here to See the Profile for mattw Click Here to Email mattw Send a private message to mattw Click to send mattw an Instant Message Edit/Delete Message Reply With Quote 
Can I remove all the +1/+1 counters from a monstrous creature and make it not monstrous anymore?
 
Pail42
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posted April 03, 2014 04:05 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 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]

 
choco man
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posted April 05, 2014 10:54 AM   Click Here to See the Profile for choco man Click Here to Email choco man Send a private message to choco man Click to send choco man an Instant Message Edit/Delete Message Reply With Quote 
With Fist of Suns in play, is it possible to pay WUBRG for the Time Spiral suspend spells (eg Ancestral Visions)?
 
jaromirjagr
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posted April 05, 2014 12:13 PM   Click Here to See the Profile for jaromirjagr Click Here to Email jaromirjagr Send a private message to jaromirjagr Click to send jaromirjagr an Instant Message Edit/Delete Message Reply With Quote 
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.

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skizzikmonger
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posted April 12, 2014 08:56 PM   Click Here to See the Profile for skizzikmonger Click Here to Email skizzikmonger Send a private message to skizzikmonger Click to send skizzikmonger an Instant Message Edit/Delete Message Reply With Quote 
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.

 
dfitzg88
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posted April 12, 2014 09:14 PM   Click Here to See the Profile for dfitzg88 Click Here to Email dfitzg88 Send a private message to dfitzg88 Click to send dfitzg88 an Instant Message Edit/Delete Message Reply With Quote 
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.

 
KIP_NZ
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posted April 13, 2014 03:26 AM   Click Here to See the Profile for KIP_NZ Send a private message to KIP_NZ Click to send KIP_NZ an Instant MessageVisit KIP_NZ's Homepage  Edit/Delete Message Reply With Quote View KIP_NZ's Trade Auction or SaleView KIP_NZ's Trade Auction or Sale
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.

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revenger
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posted April 14, 2014 11:26 AM   Click Here to See the Profile for revenger Click Here to Email revenger Send a private message to revenger Click to send revenger an Instant MessageVisit revenger's Homepage  Edit/Delete Message Reply With Quote 
Does Tsabo's Web make lands like Rishadian Port and Maze of Ith not untap?

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coasterdude84
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posted April 14, 2014 11:30 AM   Click Here to See the Profile for coasterdude84 Click Here to Email coasterdude84 Send a private message to coasterdude84 Click to send coasterdude84 an Instant Message Edit/Delete Message Reply With Quote View coasterdude84's Trade Auction or SaleView coasterdude84's Trade Auction or Sale
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.

 
choco man
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posted April 27, 2014 04:17 AM   Click Here to See the Profile for choco man Click Here to Email choco man Send a private message to choco man Click to send choco man an Instant Message Edit/Delete Message Reply With Quote 
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?
 
chaos021
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posted April 27, 2014 05:07 PM   Click Here to See the Profile for chaos021 Send a private message to chaos021 Click to send chaos021 an Instant Message Edit/Delete Message Reply With Quote View chaos021's Have/Want ListView chaos021's Have/Want List
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.

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[Edited 1 times, lastly by chaos021 on April 27, 2014]

 
thror
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posted April 27, 2014 05:13 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 
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.

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[Edited 1 times, lastly by thror on April 27, 2014]

 
chaos021
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posted April 27, 2014 06:33 PM   Click Here to See the Profile for chaos021 Send a private message to chaos021 Click to send chaos021 an Instant Message Edit/Delete Message Reply With Quote View chaos021's Have/Want ListView chaos021's Have/Want List
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.

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YoungQuakerBoy
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posted April 28, 2014 11:15 AM   Click Here to See the Profile for YoungQuakerBoy Click Here to Email YoungQuakerBoy Send a private message to YoungQuakerBoy Click to send YoungQuakerBoy an Instant Message Edit/Delete Message Reply With Quote 
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.
 
Leeroy
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posted April 29, 2014 10:04 AM   Click Here to See the Profile for Leeroy Click Here to Email Leeroy Send a private message to Leeroy Click to send Leeroy an Instant Message Edit/Delete Message Reply With Quote 
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? :)

 
chaos021
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posted April 29, 2014 12:49 PM   Click Here to See the Profile for chaos021 Send a private message to chaos021 Click to send chaos021 an Instant Message Edit/Delete Message Reply With Quote View chaos021's Have/Want ListView chaos021's Have/Want List
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.

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