I got my start playing magic with the purchase of the Starter 1999 2-player starter set, teaching myself how to play, followed by picking up cards from Invasion. I took a hiatus after Champions of Kamigawa, returning to the game late in New Phyrexia (and unfortunately missing my personal favorite sets flavor-wise, Time Spiral and Lorwyn/Shadowmoor).

I'm mostly a casual and EDH player, preferring kitchen table games and Limited events over more competitive settings. My husband's and my collection lacks a lot of power cards because we bulked it up with purchases of common/uncommon lots, so we tend to run a lot of budget decks, with our pet decks getting the lion's share of good rares. I also have a thing for building theme and tribal decks. Every deck on my profile is one I actually have a physical copy of, unless otherwise stated in the deck's description.

Current Pet Decks: Dark Harvest, Soul of Elements, and Angelic Legion.

Current Favorite MtG Artists: Rebecca Guay, Terese Nielsen, Steve Argyle, and John Avon, though several others come close. (Todd Lockwood's Seraph of Dawn , I'm looking at you.)

I've also dabbled in graphic design making custom deckboxes for my decks. I'm willing to send the box template to those interested, or even do the graphic work necessary for the printable box files in exchange for card trades or similar projects.

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Yes, you would pay 11 if X=5.

As ClockworkSwordfish said, you basically have to pay twice as much.

Compare to Astral Cornucopia , which has a casting cost of , and will enter with X charge counters on it. If you want 3 counters on it, you'd have to pay 9 mana (3+3+3).

April 19, 2019 7:57 p.m.

Yes, that works, and then Tiana's ability would recover the sacrificed equipment to your hand at the end step.

And it would work that way with auras and Auratog too.

April 19, 2019 4:13 p.m.

You choose a value for X. That value applies in each place where X appears on the card.

So if you choose X=5, you will pay , and put 5 Ooze creature tokens onto the battlefield with power and toughness 5/5.

If you choose X=1, you will pay , and get 1 token with power and toughness 1/1.

And so on.

April 19, 2019 1:38 p.m.

You would not get the bonuses from both.

In order to get the bonuses on Atog , you would need to sacrifice the equipment by the end of the Declare Blockers step at the latest, as the Combat Damage step begins with all creatures in combat dealing damage at the same time (which doesn't use the stack). After that point, it would be too late to pump Atog and have it deal the boosted damage this combat.

However, by sacrificing the equipment by the end of the Declare Blockers step, the formerly-equipped creature is no longer receiving those bonuses by the time the Combat Damage step begins, and thus will not be doing boosted damage.

April 18, 2019 6:07 p.m.

Said on Would you still ......

#5

If they argue again, here's the relevant rule for infect:

  • 702.89b Damage dealt to a player by a source with infect doesn't cause that player to lose life. Rather, it causes that source's controller to give the player that many poison counters. See rule 119.3.

It's still damage. It just doesn't cause life loss, but rather poison counters (or, per the following rule, it does damage to creatures in the form of -1/-1 counters).

April 18, 2019 12:38 p.m.

Said on Would you still ......

#6

Something with protection can't be:

  • Damaged by sources with the specified quality

  • Enchanted, Equipped, or Fortified by permanents with the specified quality

  • Blocked by creatures with the specified quality

  • Targeted by spells with the quality or abilities from sources with the quality

So if you have "protection from everything," that means anything that falls under "everything" can't damage, target, or enchant you. This includes any spells that would deal infect damage to you, so no infect counters.

April 18, 2019 10:36 a.m.

Said on Can I dodge ......

#7
  • 116.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.

  • 116.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.

What happens is that because you cast Armageddon , you receive priority first afterward. If you pass priority at that point and no one else adds anything to the stack, then when it gets back around to you Armageddon resolves before you can react.

This is why if you aren't sure that someone else is going to respond to Armageddon , then when you receive priority immediately after casting it, you respond with Heroic Intervention . Otherwise you might not get a chance to cast it.

That's what it means to "hold priority." When you receive priority immediately after casting a spell, activating an ability, or taking a special action, you "hold" it in order to add something else to the stack instead of passing it to the next player in order.

April 17, 2019 8:54 a.m.

Said on Can I dodge ......

#8

As the active player, you get priority first. If you cast Armageddon and then pass priority, and no one else responds, you don't get priority a second time there. Armageddon will resolve before you can do anything.

What you need to do, if you aren't sure that someone else is going to respond, is to hold priority after casting Armageddon in order to cast your Heroic Intervention , then pass priority.

April 16, 2019 10:08 p.m.

606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.

The rule says "of a permanent," not "of a planeswalker." You can activate a loyalty ability, even if the permanent in question is not currently a planeswalker.

The wording on Sarkhan is specifically so you know he doesn't lose loyalty from taking damage while he's not a planeswalker, since only planeswalkers lose loyalty from damage. It's like how you can have an effect in play that makes it so you can't lose life, but you can still pay life for things, or how an indestructible creature can still be sacrificed. You can still spend loyalty to activate the ability even if the permanent can't lose loyalty normally. One does not necessarily preclude the other.

April 16, 2019 9:06 a.m.

Said on Does archon of ......

#10

The last ability of Archon of Valor's Reach is a static ability. Static abilities only apply while they object they're on is in play unless stated otherwise, or the ability could only logically function in another zone.

  • 604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 112.6.

If the Archon leaves the battlefield, its casting prevention ability goes away. If you flicker it with Roon, it will come back as a new permanent with no memory of previous choices made for it, and you will be able to choose a new card type to prevent, but the old card type will no longer be prevented.

It's also important to note that you won't be able to cast spells of the chosen type either.

April 12, 2019 12:28 p.m.

Though you seem to have got my meaning already, I'll put this here for clarity:

Even though you "have" 20 life to start, you can lose more than you have. If you bid, say, 120 life and win, you will lose 120 life, going to -100. Sacrificing Children of Korlis will cause you to gain 120 life (since that's how much you lost this turn, barring other effects), going back to 20.

Sacrificing two Children of Korlis would work. Tainted Sigil would have to be combined with something else to get more than 120 (other players would have to lose life for you to go above that amount).

Sanguine Bond sounds like ridiculous fun, and is perfect for the "I lose 5000 life but don't lose because of this card here. Oh, by the way, you're all dead."

April 12, 2019 9:27 a.m.

Yes, that does seem to be the case.

With Return to Dust , it's because of timing. You could be casting this spell whenever, so you choose all targets you want at the time. The second target is subject to a "may," so you choose it or not. Then as the spell resolves, it checks whether you've cast it at the appropriate time for the second target to be affected. By this point, you've already cast the spell targeting your second target, so abilities like Heroic will have triggered.

With Orim's Thunder , it's because of costs. You have direct control over whether or not you're going to pay that kicker cost. So when the spellcasting steps require you to choose your targets, you declare whether or not you'll target a creature. Then when you determine the cost of the spell, the game accounts for your choice of targeting a creature and requires you to pay the kicker to make the spell valid, or backtrack to choose your targets again without the creature.

So unless you're targeting your own artifact/enchantment creature with Orim's Thunder , you will need to kick it to trigger Feather, the Redeemed .

April 11, 2019 7:56 p.m.

1) If Return to Dust is not cast but merely copied or otherwise put on the stack in some fashion, its controller would still choose 1 or 2 targets for it, because they are allowed according to the ruling. Nothing would happen to the second target because the timing requirement was not met.

2) From the rules on casting spells (just the first portion):

"601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets."

This indicates that Orim's Thunder would be cast as though it didn't require the creature target if the kicker wasn't going to be paid, or in other words that you'd have to plan to pay the kicker in order to choose a target creature.

3) Feather, the Redeemed 's ability triggers when you cast the spell, and all targets must be legal at this point. When the spell goes to resolve, at least one target must still be legal in order for the spell to actually resolve; otherwise it's removed from the stack with no effect and you won't exile it (same as if the spell is countered instead of resolving).

All spells with targets must have at least one legal target in order to resolve. It doesn't matter if they have another effect on them. So Expedite 's target must be legal, or you won't get to draw a card. Chandra's Pyrohelix or Aurelia's Fury could be divided among creatures and players, so as long as one of your creatures is one target and your opponent is another, then giving your creature protection won't cause the spell to fizzle.

April 11, 2019 4:46 p.m.

Said on Can I use ......

#14

Rambolicious_0 it's because what Twinflame is doing is creating a delayed triggered ability. When the condition is met ("at the beginning of the next end step"), the ability triggers and goes on the stack, and once it has triggered at the appropriate time, it's gone (so it won't trigger again if it's managed to trigger already).

What you're doing with Sundial of the Infinite is clearing that trigger from the stack without letting it resolve. You could do the same with a Stifle . The important thing is to actually let it trigger and go on the stack. If you activate Sundial before the exile triggers, say before the beginning of the next end step, then the delayed triggered ability is still waiting for its condition to arrive and will just trigger on the next player's end step. But if you let it trigger, then activate the Sundial and clear it from the stack, it's not hanging around to trigger again.

April 11, 2019 3:41 p.m.

It doesn't quite work the way you hope.

Angel's Grace would prevent you from losing the game due to having 0 or less life, and since the life loss from Pain's Reward isn't damage, it wouldn't set you to 1.

Pain's Reward says the winning bidder loses life equal to the high bid. Even though your life total would go into the negatives, you're still losing that life. Therefore Children of Korlis would recover that amount of life.

Unfortunately since your life total can track into the negatives, regaining that life with Children of Korlis just sets you back to whatever you had before Pain's Reward caused you to lose life, rather than counting up from zero.

April 11, 2019 12:07 p.m.

A card's color and its color identity are two different things.

  • A card's color is defined by the symbols in its mana cost, its color indicator, and any characteristic-defining ability that sets its color.

  • A card's color identity is defined by all mana symbols that appear in its casting cost and rules text, its color indicator, land type (on the type line), and characteristic-defining ability that sets color.

Ramos, Dragon Engine is looking for the color of a spell, not its color identity.

Because of the "Transguild Courier is all colors" text, Transguild Courier is all colors despite having no colored mana symbols in its cost, and therefore puts five counters on Ramos. Rattleclaw Mystic is a green spell, though its color identity is actually RUG, so it will only put one counter on Ramos.

April 10, 2019 3:39 p.m.

Madcookie, you wouldn't be able to activate caged Mirage Mirror twice in your second case because Mairsil's caged abilities may only be activated once per turn.

If an opponent casts Smelt on one of your artifacts and you want to save it, you would first activate the caged Spellskite ability to retarget to Mairsil (this is allowed, though as long as Mairsil is not an artifact, nothing will change when it resolves). Then you activate Mirage Mirror targeting whatever artifact of yours is going to be destroyed, turning Mairsil into that artifact. Then the Spellskite ability will successfully retarget Smelt to Mairsil, and Mairsil will be destroyed.

Madcookie's answer for the first case is correct.

April 10, 2019 2:14 p.m.

Said on Can I kill ......

#18

Yes, triggers go on the stack, including those that are triggered when something enters the battlefield. This will allow you to cast removal on Mairsil, as long as you do so while the trigger is still on the stack.

You can't use Vindicate without something to give it flash, though, as Vindicate is a sorcery. You'd need a Murder or something else instant-speed instead.

April 10, 2019 2:02 p.m.

Said on Can I use ......

#19

No worries. We aim to help, and now you know for next time.

If you don't have any further questions related to this interaction, please remember to mark an answer as accepted so this can move out of the unanswered queue and keep things orderly.

April 9, 2019 6:26 p.m.

Said on What are the ......

#20

I should point out that what happens to the spell isn't determined by when you cast it, but by which replacement effect you choose to apply. It's not a timing issue.

April 9, 2019 5:57 p.m.

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