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@bluechandra: It wouldn't likely see a lot of use, seeing as an infinite loop causes the current game to be a draw. Only being able to play a single Winding Constrictor is much more constricting than Standard decks would want to go with.
June 25, 2017 6:57 a.m.
There is no functional mechanic of redundancy in MtG - even if you'd cast Open Into Wonder on that creature twice, it would have this ability text:
Whenever Stealer of Secrets deals combat damage to a player, draw a card.
Whenever this creature deals combat damage to a player, draw a card.
Whenever this creature deals combat damage to a player, draw a card.
While such a card would likely not be printed, there's no reason why you wouldn't draw three cards when dealing combat damage to a player here - the last two abilities neither overwrite each other because they have the same text nor because they have an origin of identical name (nor for any other reason).
The term of redundancy is used (I believe) exclusively for keyword abilities such as Deathtouch - a creature can still have multiple instances of it, yet it will be redundant because lethal damage is always lethal damage - you can't deal "twice lethal damage" (and if you could, it wouldn't do anything special).
June 23, 2017 8:49 a.m.
Yeah, something like that. Mirrorworks triggers only when Workhorse is already on the battlefield, and because Workhorse's ability is a mana ability, you may use it to pay for Mirrorworks's triggered ability. when that resolves.
Note that you don't turn the counters into mana, but pay with counters to get mana.
June 21, 2017 9:06 a.m.
Yeah, that actually works, assuming you have at least two of those creatures on the board!
June 20, 2017 1:17 p.m.
First things first: The Real Scorpion King (you could've linked the card instead of lol-ing, you know? ;) )
As for the first interaction - what happens is that putting the counter on your creature triggers Nest of Scarabs. Before it's put on the stack, however, state-based actions see that you have a creature with toughness 0 or less and destroy it, which triggers Blowfly Infestation. Now you get priority and put those triggers on the stack, however you need to choose a target for Blowfly Infestation's trigger at the time you put it on the stack, limiting the amount of repetitions you get to do here to the amount of creatures with toughness 1 you had at the time you started.
June 20, 2017 10:35 a.m.
Yes - since the ability states that Boros Reckoner deals the damage, and Boros Reckoner has Deathtouch, it does deal Deathtouch damage.
Also, Deathtouch modifies the damage dealt, so no matter whether you deal Reckoner's damage to creatures or players, it has the qualities Deathtouch grants. It just doesn't do anything special to players.
June 20, 2017 10:28 a.m.
Vizier of the Menagerie's first ability isn't an activated ability, "only" a static one. Being able to look at the top card of your library is simply true - you can do so whenever you wish to do so.
You can tell apart activated abilities by the colon
: character, which seperates the activation cost (on the left) from the ability text (on the right).
As an example of abilities that are activated, you can look at the Deceiver cycle from Kamigawa, for example Cruel Deceiver - and you would need to reduce the activation cost by to do what you want (however, as you will quickly notice, cards such as Heartstone which do that are trying to cap the reduction so that you would have to at least pay a one mana per activation.
June 20, 2017 2:58 a.m.
@Tyrant-Thanatos: Well, the rule (as opposed to a ruling) stating this would be 118.5:
118.5. If an effect sets a player's life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
June 19, 2017 5:45 p.m.
Setting a life total counts as gaining or losing an amount of life that is the difference. Therefore, if you have less life than your starting life total when it resolves, you gain life.
June 19, 2017 12:29 p.m.
And of course, if Mind Control was removed at any point before player A activated Homeward Path, control would return to player B, whose Bribery created the then-most-recent control-changing effect.
June 19, 2017 4:18 a.m.
It returns to the control of the player with the most recent control-changing effect in place, or it's owner if there isn't any. There is actually no technical difference between auras like Mind Control and other control-changing effects, as the aura's effect doesn't "overwrite" anything (or otherwise, you wouldn't be able to steal it with Act of Treason in the first place). The only difference is that the control-changing effect doesn't last until end of turn, but only as long as the aura remains attached.
To give an example:
- player B casts Bribery, pulling any random creature from player A's deck. This control-changing effect lasts indefinitely.
- on player C's turn, they cast Mind Control on that creature, taking control over it. Bribery's control-changing effect is still in place, but overwritten by the more recent Mind Control effect.
- on player D's turn, they cast Act of Treason on the same creature. Again, both previous control-changing effects are in place, yet Act is the most recent, so it takes precedence. In the cleanup step, control of the creature returns to player C (who's Mind Control is now the most recent active control-changing effect).
- On player A's turn, they activate Homeward Path's second ability, creating a control-changing effect for all creatures, which also lasts indefinitely and is most recent, so even though Mind Control remains attached, it doesn't do a whole lot at this point.
June 19, 2017 4:15 a.m.
Let's say your opponent controls four creatures, and they're all untapped, with nothing preventing them from blocking. All four creatures have to be declared as blockers, triggering the Eternal's ability four times, causing 16 damage.
Or were you asking about another interaction entirely?
June 15, 2017 8:34 p.m.
@Tyrant-Thanatos: I agree, except for two cards that are remarkably good - Faith's Shield (which protects all permanents, not just creatures, and even comes with a bonus) and Apostle's Blessing (which at least also protects artifacts, and due to it's only colorless casting requirement sometimes won't be expected even in a protection-heavy run at times). I'd rate Stave Off's advantage just like those two's - situational, but not insignificant. I actually hadn't realized it had that advantage before you mentioned it, and it's going to find a spot in my decks as well now ;)
June 15, 2017 6:02 p.m.
Yes, as a state-based action, +1/+1 and -1/-1 counter pairs will be removed until there's only one of those type of counters on a permanent.
June 14, 2017 12:08 p.m.
Note the errata'd text on Lifeline:
Whenever a creature dies, if another creature is on the battlefield, return the first card to the battlefield under its owner's control at the beginning of the next end step.
It includes an intervening if-clause, which means it won't trigger if the condition isn't met. So unless there's a creature on the battlefield after all creatures have been destroyed (because it has Indestructible, for example), it won't trigger at all. You won't be able to bring back Nether Traitor in time for it to trigger, as the if-clause's condition is checked right when a creature is put into the graveyard.
June 14, 2017 11:49 a.m.
@Tyrant-Thanatos: The reason they're worded that way is likely to prevent players asking exactly the question you inquired about here - while being fundamentally logical, it's not necessarily apparent that Hexproof is an ability of the permanent, not an effect related to the player who granted it in the first place.
That said, those effects would be powerful, but if you consider how easily they disrupt some Commander deck concepts (such as Aura-heavy Sram, Senior Edificer or Uril, the Mistwalker decks, or any equipment-based deck if you bring Protection from Artifacts in the mix), I'm not unhappy that only a few cards do those things. That's also the reason why casting Vines of Vastwood or Stave Off at an extraordinarily beneficial time is all that much better, and because they tend to be very low-costed, it's a very powerful effect as it is - imagine Mother of Runes would (in addition to it's already powerful effect of protecting up to all of your creatures, including itself) also threaten lethal damage to any opponent on the board, at any time. It's a broken card as it is, and limiting the effect to your own creatures is very sensible in my opinion. :)
Aiding you in your search, I believe Ring of Evos Isle is the only other card capable of giving Hexproof to a creature you don't control, if control over the equipped creature changes. Other than that, there are instant-speed options that grant Shround (which serves the same purpose for your intentions): Alexi's Cloak, Mage's Guile, Mystic Veil, Shell Skulkin, Stonewood Invocation, Svyelunite Priest, Veil of Secrecy, and with a bit of setup and the stars aligning even Spectral Guardian. I believe this further underlines that the difference in ease of understanding these mechanics is why there are much more cards available that grant Shround than ones giving Hexproof.
June 14, 2017 6:10 a.m.
It feels weird not to mention Vines of Vastwood here, which has the unique capability of giving creatures something very much like Hexproof, except it's not Hexproof, and by not being a keyword ability, the owner of the effect actually matters. If you cast Vines on an opponent's creature, you will be able to fizzle spells in the way your friend was thinking.
Vines of Vastwood was actually errata'd at some point to say "Hexproof" instead of it's original text, but then reverted back because of the vast difference in functionality. Because of this, it's one of the more versatile green instants.
June 13, 2017 4:26 p.m.
You first choose a value for X, then determine a cards cost. If you choose a value of 5 for X, Hooded Hydra will cost to cast normally. Now you apply cost reductions, and Animar reduces the cost by , meaning you pay and it enters the battlefield with 5 counters.
To give some more examples:
- if you choose X=3, Animar still reduces the cost by , but since only generic mana costs are reduced by it, you still have to pay and only get 3 counters
- if you choose X=7, the total cost you have to pay will be
- if you have an Animar with 5 +1/+1 counters on it, and Hooded Hydra enters the battlefield any other way (such as because of Sheoldred, Whispering One), it won't have any counters.
Also, you again chose quite a sub-par way to title your question... please make an effort to provide a more understandable one in the future.
June 13, 2017 8:21 a.m.
Abilities are the color of the source that created it, so a triggered ability from Constricting Sliver will be whatever color that permanent is. If Ghostflame Sliver removes its colors by making it colorless, the ability will equally be colorless and can target Animar.
I'd also like to point out that the title wasn't chosen particularily optimal, as the question has little to do with how Animar specifically works. Just saying...
June 12, 2017 11:05 a.m.
It works just the same, really. Typically, noncreature tokens provide a name when they're created, such as Clue tokens - their name, as well as subtype, is "Clue". The other kind of noncreature token that exists is a copy of a noncreature permanent, which obviously will have the original permanent's name and subtype.
To my knowledge, there are no exceptions to this schema, but if you have a card in mind, please post it.
June 8, 2017 12:47 p.m.
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