We Have To Go Deeper - Ep. 4 - The Continuous Effect

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TheRedMage

17 May 2016

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Hello everybody and welcome to a new shiny installment of We Have to Go Deeper! This is a series in which we talk corner cases, rules interactions, and weird things you can make happen by combining cards that weren't really meant to be combined.

For those that might not have read the previous articles, here is how this works: whenever I read a question in the rules Q&A section the reminds me of an interesting interaction I have seen, or just plain puts me in a writing mood, I will use it as a jumping-off point for an article. I will discuss the question a bit more in depth, expand on the subject a bit, and usually exploit the rules I discussed to try to get the game to do something counterintuitive.

And now that the intro is out of the way, it is time, as usual, to look at our jumping-off point.


The Jumping-Off Point

The Jumping-off Point
Faerie Invaders - art by Ryan Pancoast

This question was asked by BrianBartilet on February 16:

If I cast a Languish on my main phase, then cast another creature with power less than four, will it still die?

Well, we'll assume than by “power less than four” he means “toughness four or less”, so that the question makes sense. User Raging_Squiggle, which I have seen more and more frequently pop out in Q&A answers in the past few months, gave a good answer - here are the relevant parts:

When Languish resolves, it does what's known as a continuous effect. It only applies to all relevant objects on the battlefield as the continuous effect begins. So if a creature comes in afterwards, it'll be unaffected.

My game, my rules

So… We know that this is true in the case of Languish and other similar effects. But is that always true? Well, there are effects that are similar to this one, but don't quite work this way. In his answer, Raging_Squiggle quoted rule 611.2c. Let's see what that rule says:

611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won't change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn't modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren't affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don't, the set of objects each part applies to is determined independently.

The counterpart of this rule for static abilities is 611.3a

611.3a A continuous effect generated by a static ability isn't “locked in”; it applies at any given moment to whatever its text indicates.

Rule 611.2c seems to care about whether we are modifying the characteristics of an object or not, so let me quote rule 109.3 so that we are all on the same page.

109.3. An object's characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn't a characteristic. For example, characteristics don't include a spell's target, an object's owner or controller, whether a permanent is tapped, what an Aura enchants, and so on.

You gotta admire the comprehensive rules for being thorough enough to include stuff that only appears on Vanguard cards with a straight face.

What can we learn from this rule? Basically there are three cases:

  1. If a continuous effect does not modify the characteristics of any object (i.e. “it modifies the rules of the game”) then it will apply to all objects regardless of whether they were around when the effect began. Activating the ability on Immobilizer Eldrazi is an example of this. More on an interesting consequence of this in a second.
  2. If a continuous effect comes was generated a static ability, it also applies to all objects and doesn't care about order. If I cast Ambush Commander and then play a Bayou, my bayou will be a 1/1 elf. If I cast Glorious Anthem and then a Carnophage, my Carnophage will be a 3/3.
  3. But, if the continuous effect both comes from the resolution of a spell or ability and modifies the characteristics of an object, it will “lock onto” whichever objects it can affect at the time the effect begins. It will stay true for those objects even if they stop being eligible for that effect, and it won't apply to any object that becomes eligible or starts existing afterwards. For example, if I cast Natural Affinity and then play a Bayou, the bayou won't be a 2/2 creature, and if I activate my Cliffside Lookout and then play a Carnophage, my carnophage will only be a 2/2.

Sick Blowouts

Sick Blowouts
Immobilizer Eldrazi - art by Svetlin Velinov

Up until not too long ago, I thought that how an ability was worded would influence how it work. This is partly because at the time there were two cards with similar effects both in standard: Temur Charm and Immobilizer Eldrazi.

The text on one of the modes of Temur Charm says “creatures with power 3 or less can't block this turn”. This does not affect any object's characteristics (being able to block is not a characteristic) and as such does not “lock on” the permanents it affects upon resolution. This actually was not clear for me the first time I ran into this interaction - we were drafting KTK-KTK-KTK, and my buddy 00_Jedi cast this against my board while my only untapped creatures were a morph and a Sultai Soothsayer presenting lethal damage.

My morph was however Efreet Weaponmaster (Oh, Khans, you and your five color silliness), which conveniently unmorphed into a 4-power creature, and would make my Sultai Soothsayer dodge the Falter effect too. However, when should I unmorph? If the effect was “locked on”, I should do it in response to Temur Charm. My creatures would be able to block, which means probably my opponent wouldn't attack, and I wouldn't die - on top of getting a sick 2-for-1 by wasting their Charm. However, if the effect did not lock onto the permanents it affected originally, I should wait, unmorph during Declare Attackers, and block - that way not only I don't die, but I also get to eat two of his creatures with mine, getting an even sicker 4-for-1 that would leave him incredibly behind on board.

To make things even more complicated, if I ask how the interaction works, my opponent is likely to figure out that my morph is Efreet Weaponmaster and not attack even if I don't unmorph. By the way, situations like this are why having an intimate knowledge of the rules is very important for players as well - this was an edge I could have exploited, and wasn't able to. Eventually, I just bit the bullet, talked about the interaction with a judge, found out what would happen, my opponent figured it out and declined to attack, and I didn't get my 4-for-1.

A Game Changer

Immobilizer Eldrazi does something similar: it selects a group of creatures with a certain trait (in this case “toughness greater than power” instead of “power 3 or less”) and prevents them from blocking for a turn. However, the ability is not worded “Creatures with toughness greater than their power cannot block this turn”. Rather, it says “Each creature with toughness greater than its power cannot block this turn”.

Now, as much as my love of obscure words might have obfuscated this fact, English is not, in fact, my first language (Italian is). I have been living in the states for a few years now, and I consider my English pretty good, but some of the nuances of the language are still lost on me, and it's possible “creatures with toughness greater than their power” sounds unclear, or even just a bit weird to a native speaker. However, to me that phrasing registered as perfectly fine.

But if it was, why would Wizards use a different wording? I figured it was because changing the wording would influence whether the ability would “lock on” or not. If you read the question from the Jumping-Off Point, you can even see me answer to that effect.

Then I actually read the rules, and came back to explain why I was wrong with my tail between my legs. Welp. As I said before, being able or unable to block is not a characteristic, and as such it just “changes the rules of the game” for its duration. Until the end of the turn, no object that is a creature permanent with toughness greater than its power can block, no matter what its power was, if it had a power it if even existed when the effect resolved.

It still kinda bugs me that two abilities this similar are worded differently, but I guess that's just my problem. Eldrazi Immobilizer and Temur Charm just work the same way, and I'll have to deal with it.

What if…

Usually, if an ability affects an object's characteristic, there is no way of writing them in such a way that it doesn't. That is not true of the contrary though! Consider the following card:

Restrainer Eldrazi -

Creature - Eldrazi Drone

Devoid

: Until the end of this turn, each creature with toughness greater than its power has “This creature cannot block”.

2/1

Now this card (which I templated to the best of my ability, but I am no professional Magic editor, so you'll have to forgive me if it's a bit off) is mostly equivalent to Eldrazi Obligator, except that it is giving the affected creatures an ability. This means that

  1. Since, as stated earlier, an object's abilities are part of its characteristics, it will modify the way it works for the purposes of this article. Now, if I activate it and my opponent flashes in a Void Grafter afterwards, the new creature will be able to block.
  2. The interaction of this card with Muraganda Petroglyphs is different. This is not particularly relevant to our discussion, but I feel if I don't mention at least one obscure card with complicated rules interaction per article I am not doing it right.

Should I stay, or should I Go (Deeper)?

And this is it for this article! This has been in the works for a while, but eventually we got there. Hopefully you won't have to wait for a few months before next article happens.

I hope you enjoyed reading about a rule I was not completely sure about until not too long ago, and I didn't bore you too much talking about the subtleties of templating. As usual, if you have comments, feedback, topic suggestions, your own stories, complaints about the fact that this article took four months to write, or any other piece of information that you want to make sure reaches my brain, you can comment below or tweet @TheR3dMage. And even if you don't, thanks for reading!

Another small PSA - and another good way of contacting me. Did you know that TappedOut has an (unofficial) IRC-style chat channel? It's hosted on Discord and we have a friendly environment and a growing community with awesome users ready to assist you with your decks, talk about the meta or just chat about magic for a while. I am often online there and always eager to talk about the rules, so you can also shoot me a message on Discord (or just come hang out) if you want! You can find the T/O Discord chat rooms here

We dug for a while, but we are not going any deeper for today. But stay tuned - next time, we are going even deeper! I'll see you then.

Denial048 says... #1

These are great articles, please keep them up!

I can see these as being extremely useful for new players to learn some of the intricacies that Wizards use in their abuse of the English language, but it is also helpful to someone who has read the Comprehensive Rules front to back (twice!) like myself, who still misses some interactions.

May 17, 2016 1:45 a.m.

DaftVader says... #2

For your bit on 'restrainer eldrazi', you put Eldrazi Obligator rather than Immobilizer Eldrazi.

Other than that, very interesting, but I'm wondering whether the difference is caused by the 'creatures/each creature' difference or whether it counts as a property of the turn (and thus any creatures played that turn) regardless of the previous wording.

May 17, 2016 11:45 a.m.

griz024 says... #3

Great read.

May 17, 2016 3:55 p.m.

NotSquishedYet says... #4

Iiinteresting.....

I ended up as the rules enforcer of my group because I'm always looking for technicalities like that to either mess up the game with, or blow their minds to hell with. Either one works. XD

For example, I searched for about a week to figure out exactly what I could use to bypass protection from everything to permanently gain control of Progenitus, just because I ran into someone that had one they might have decided to use, once. It really is tricky, but rules technicalities like this dictate that I can do a lot of weird things to it.

Thanks for another great tidbit of confusing shenanigans! Knowing myself, I'll probably end up with a deck abusing that tidbit...

May 17, 2016 11:30 p.m.

Slayer131 says... #5

These are fantastic! Keep up the good work!

May 18, 2016 11:31 a.m.

TMBRLZ says... #6

Great read Red!

May 18, 2016 12:47 p.m.

TheRedMage says... #7

NotSquishedYet: did you figure out a way? You can always kill it and reanimate it but it doesn't work if it's their commander.

May 18, 2016 5:19 p.m.

NotSquishedYet says... #8

TheRedMage - Yes, yes... Killing it actually doesn't work outside of cards like Crackling Doom. As far as I can tell, it's actually immune to all but 11 cards capable of wiping the board, as protection from everything can be split to protection from instants, sorceries, creatures, and so on - protection states 'can't be DEBT by X', which is destroyed/damaged, enchanted, blocked, targeted. I recently wrote up a piece on this on a Progenitus commander deck, for a more detailed explanation - feel free to check me on it.

Mob Rule, for example, can take Progenitus. The ol' Enchanted Evening/Aura Thief combo is what I found. Long story short, for those who don't know, that combo says, "when Aura Thief dies, gain control of all permanents." Through a lot of checking, I found that both cards are capable of influencing him past protection from everything by a series of technicalities.

May 18, 2016 5:34 p.m.

NotSquishedYet says... #9

Only exile board wipes can hit him, to the best of my knowledge, and one of the 11 is banned in commander: Worldfire.

May 18, 2016 5:36 p.m.

UpsetYoMama says... #10

Great article! Another idea for a very annoying but important rule to do an article on is "time stamp" or layering. Whenever I play the card Humility in EDH, it always drives us crazy to figure it out.

This article claims it is simple, but it never has been lol. I wonder if there's an easier way.

http://magic.wizards.com/en/articles/archive/layer-system-2009-11-05

May 18, 2016 6:46 p.m.

Ah, good old timestamping... There's a reason a lot less things do that now after 7th edition. Thanks for the article!

May 18, 2016 6:58 p.m.

TheRedMage says... #12

@ NotSquishedYet: I am afraid you have your protection wrong. The D in DEBT doesn't stand for "Destroyed/Damaged" but just "Damaged"... so Blasphemous Act can't kill Progenitus (since it can't damage it) but Wrath of God will work just fine. After that you can feel free to go ahead and Reanimate it and move on with your life (note: Necromancy and Animate Dead won't work since they can't enchant it)

In general the best way to go around Progenitus ability is to affect everything. Cards that say "Do something to all creatures" or "Do something to all permanents" and similar will usually work, unless what they are trying to do is dealing damage (which I guess is what you were describing as "a series of technicalities" lol).

Mob Rule and Insurrection will obviously take him temporarily - I was trying to find a way to steal him with one of those and then use some sort of Flicker-type effect to make sure you could keep it. Those effect are kinda split between saying "return it to the battlefield under your control" and "return it to the battlefield under its owner's control" so I though maybe I could find one that did not target and said "your control". Unfortunately both Ghostway and Planar Guide will return the card under their owner's control (i.e. your opponent) so they don't do what we want, and I couldn't find another card that did not target.

I guess Aura Thief wasn't really on my radar. Thanks for sharing!

That said, another, easier way to just take control of Progenitus is, I just realized, to Gather Specimens or Bribery it (once again, the latter won't work if he's the commander obviously).

@ UpsetYoMama: Yeah, there is definitely going to be a layers episode coming at some point. I am just waiting to find something really neat I can do with them rather something where I have a question where it could be either A or B, I spend half an hour trying to figure out exactly what is going on and at the end the answer is "oh yeah, it was B". It's a lot of headscratching for not a lot of payoff, you know? But yeah, as long as I encounter something that happens to be on the weirder side I'll be sure to dust off my Blood Moons and Humilities and write some stuff about Layers.

May 19, 2016 3 a.m. Edited.

Unforgivn_II says... #13

@TheRedMage - About Progenitus, Necromancy and Animate Dead could theoretically enchant it while its in the grave (if you Stifled his shuffle ability), as the card itself doesn't have protection. They would fall off once their ability resolves however, rendering them essentially useless, unless you have something like a Warstorm Surge or Vicious Shadows on the board to take advantage of it entering the battlefield or dying.

May 19, 2016 5:08 a.m.

TheRedMage says... #14

@ Unforgivn_II: Whoops, lol I forget about the shuffle ability. Notice that Progenitus's shuffle abiltiy is not a triggered ability, but a replacement effect. Stifle won't stop it, and neither will, as far as I remember, any other Magic card in existence. That hydra is not staying int he graveyard.

That said, even if you could somehow land Progenitus in the 'yard (let's assume for a second it didn't have that ability at all), yes, that is how those cards would interact. They would put it on the battlefield, then immediately fall off when state-based actions are checked, causing Progenitus to go back to the graveyard.

May 19, 2016 1:01 p.m.

I just checked the comprehensive rules - my bad. I remember reading a few articles on it that included 'destroyed'. Has that rule been changed? If so, I might have been looking at much older posts.

I do have a way of protecting it, though. It's a common two piece combo, with one optional support piece and two pieces that broaden its range. Funny enough, those last two pieces shut him down as well...

On a rather entertaining note, Concerted Effort + Progenitus EDH is pretty devastating. Throw in Avacyn, Angel of Hope and stuff gets absurd.

May 19, 2016 3:24 p.m.

TheRedMage says... #16

As far as I know the D in DEBT has never meant anything but "damaged" but I could be wrong

May 19, 2016 3:36 p.m.

Yeah - I'm not sure. My main focus was taking it, anyway, not blowing it up. ;)

May 19, 2016 6:30 p.m.

Unforgivn_II says... #18

@TheRedMage - ah, you're right. I didn't read it closely and assumed it was the same as an Eldrazi Titan like Kozilek, Butcher of Truth

May 19, 2016 6:45 p.m.

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