Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.
|Want (2)||brownwaterboys , mufasamike|
Printings View all
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Lightmine Field occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Lightmine Field Discussion
1 week ago
Considering you said you control both Lightmine Field and Launch the Fleet , however, you do get to choose the order in which the abilities go on the stack, since they go on the stack at the same time due to triggering from the same event (your creatures attacking). This means the order you choose determines what happens.
As mentioned, if Lightmine Field resolves first, the only attacking creatures on the battlefield are your initial two soldiers. They each take 2 damage, and then the two new soldiers are created tapped and attacking.
If Launch the Fleet resolves first, two new soldiers are created tapped and attacking, totaling four attacking creatures. Lightmine Field will count all four attacking creatures, but because it says "damage to each of those creatures" (meaning the ones declared as attackers), only the two initial attackers will take damage (which will be 4 damage).
Either way, you will end with two soldier tokens (the newer ones), unless you have some way to bolster the toughness of the initial two. How much you will have to bolster them is determined by the order you have the abilities resolve.
1 week ago
You cannot change the order of Lightmine Field 's ability and Launch the Fleet 's delayed triggered ability resolving. They are triggered by the same event, declaring attackers, so they will trigger at the same time and be put on the stack in APNAP order - active player, non-active player - meaning that the non-active player's (the defender) ability will resolve first, dealing 2 damage to the original 2 creatures. Afterwards, the LTF ability resolves and put those two tokens into play attacking.
Now, in order to examine the other part of the question - how much damage is dealt if you somehow re-order those abilities, lets imagine these abilities resolved in the opposite order. Lightmine Field 's Gatherer entry has an answer:
"If a creature attacks but is removed from combat before Lightmine Field’s ability resolves (because it would be destroyed and regenerates, perhaps), that creature is dealt damage by Lightmine Field but isn’t counted when determining the amount of damage. On the other hand, if a creature is put onto the battlefield attacking (due to Preeminent Captain’s ability, perhaps), it isn’t dealt damage by Lightmine Field, but it is counted when determining the amount of damage."
So if those two abilities resolved in a different order, 4 damage would be dealt to all creatures declared as attackers, which is the 2 original soldiers, but the ones put on the battlefield attacking would be spared.
1 week ago
1: Will Lightmine Field do 4 damage or just 2? Or does it depend on the order I let them resolve?
2: Will Lightmine Field deal damage to the two new 1/1 tokens assuming I let them resolve entering before Lightmine Field 's trigger? They were not involved in the original "whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures...", they were created after that resolved.
2 weeks ago
Does Lightmine Field ever get in the way of you attacking to spread goud
3 weeks ago
You might like these: Knollspine Dragon , Seize the Day , Rogue's Gloves , Not of This World , Rebuff the Wicked , Inspiring Statuary , Grateful Apparition , Metalwork Colossus , Myr Enforcer , Open the Armory , Bludgeon Brawl , Hellkite Tyrant , Lightmine Field , Ephemeral Shields , Chance for Glory , Final Fortune
3 weeks ago
Looks like a good start. You might like these: Colfenor's Urn , Ulvenwald Observer , True Conviction , Cauldron of Souls , Wave of Reckoning , Conclave's Blessing , Birds of Paradise , Wall of Shards , Wall of Blood , Cryptolith Rite , Druids' Repository , Sprouting Phytohydra , Vigor , Lightmine Field , Pestilence
2 months ago
You have TONS of creature removal but I only count 3 spells that can remove artifacts or enchantments. I suggest adding a card like Return to Dust or Crush Contraband as the best instant speed options with 2 for 1 capability. Aura of Silence is agreat tax effect that pulls double duty as removal as well.
Ad Naseum seems like a really risky card in here since you have quite a few higher CmC cards. It usually is better in a deck where the average CmC is ~2 so the life loss is mitigated and you are more likely to get a full grip from the spell. I know with Angel's Grace you can draw your deck but you don't have any ways to secure your infinite Dualcaster Mages from finishing the job. Maybe include a card like Silence or Grand Abolisher to make sure your combo goes off without a hitch.
With a decent instant package maybe you should consider Isochron Scepter . Stick a Swords to Plowshares or Silence or Despark under there and have repeatable interaction. Silence is exceptionally nasty.
3 months ago
You might like these: Burning Earth , Gratuitous Violence , Berserkers' Onslaught , Selfless Squire , Sunhome, Fortress of the Legion , Needle Spires , Insult , Stonehewer Giant , Knollspine Dragon , Spellshock , Angel's Trumpet , Lightmine Field , Molten Psyche , Balefire Dragon , Repercussion