BMHKain says... #1

Oi, cdkime. You asked for a Talk about some important & serious matters, right? Well, there are others after you in case you're wondering. That said, I FINALLY upgraded my account after so many Eons of Procrastination. I'm just keeping my username the way it is until those who are in line; chronologically, from you being the first, & some I can't remember much names, also want to talk about what they want to know. That said, after the last of these things to chat about has finished; only then will I customize my Username like a madman's set of tools to mutilate; yep, I'd want it to stand out. How I'll do it, is up to me after this variant of Hercules' Trials.

Just posting this in the case both you & I are ready for the conversation; you mentioned you have a lot to say; most likely serious matters in regards to myself. Well, I will say this: Now you made me want to do a true Lord Windgrace deck in the future; & it's not just Land focused either. XP

That out of the way, just tell me when you're ready, & if I am as well, let's settle this once & for all; Oh, & I'm surprised we both have the same Third Mana Color (Black ); though in my case, it gives my (Blue ) mana a focus on Exact Info; & if not precise enough, dismisses it as if it's purely false. For (Red ), it also gives me an Ambition, Nobunaga Oda-style to keep on going; strive for what goal I have. Heck it was even implied a couple times I'm (kinda?) a Hedonist myself; but only through the ideas of Anime & Manga, among other formats; even going as far as Fan-Service, to Sensualist-Level (Rest of the Sentence is CENSORED.)

So, that's how (Black ) works w/ my center color of (Red ), & Secondary color (Blue ). I know this post is too long; I apologize, but I'll mention one last time before posting: if you & I are on at the same time; that's a window of opportunity right there. Just posting this so you know when I'll be available to talk.

Oh, & one last thing; My (Red ) traits also include Family Matters, which might get in both our way in my case. & IRL Crap Just a precaution if you still care about YET another wall of text. XS Apologies.

July 7, 2019 4:28 p.m.

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In the future, please remember to hit the green "Mark as Answer" button on a post to indicate your question has been resolved and you have no further follow-up questions. As this matter has been answered for several days, I have gone ahead and marked an answer on your behalf.

July 18, 2019 9:53 a.m.

Said on Counter Hexproof...

#2

Hexproofis a static ability which effects permanents and sometimes players . It does not effect a card that is on the stack. As such, the card can be countered while it is on the stack.

That this only effects the permanent is stated in the reminder text: This permanent can't be the target of spells or abilities your opponents control

Look at Carnage Tyrant , for example. If hexproof made it so a spell could not be countered, part of its rule’s text would be redundant and unnecessary.

July 18, 2019 9:17 a.m.

I do not think a sideboard is necessary for a number of reasons:

  1. As ZendikariWol mentioned, commander is a singleton format--deckbuilding in singleton is a nuanced art, as you're going to lack the consistency of the four-card formats. This means you have to carefully design your 100 cards to be able to quickly adjust and deal with threats, despite having a low likelihood of just drawing into your silver bullet. The addition of a sideboard allows you to pack more silver bullets to use in game two, allowing you to run a bit less interaction game one, as you test the waters.

  2. Sideboards do not work as well in multiplayer games, since you have too many different opponents to sideboard against. Generally, this means your sideboard step pretty much boils down to "the three losing players sideboard to stop the winning player" which is not exactly fun.

  3. Sideboards are disproportionately powerful in certain colors than they are in others, which is a problem in a game so closely tied to color identity. For example, mono-colored decks (and some color combination) have the twofold problem of (a) not having many sideboard options available, and (b) being really easy to sideboard against. Combined together, this means the sideboard phase is disproportionately punitive on certain types of decks.

  4. The lack of a sideboard is another way to differentiate Commander from other formats, ensuring it has a completely unique experience.

Others might disagree on the above, which is precisely why the RC is clear homeruling is encouraged in the format. I just do not see enough utility in allowing a sideboard (or any card swaps mid-event) to justify a fundamental change in how Commander deckbuilding is approached.

July 17, 2019 9:32 a.m.

Said on edengstrom1...

#4

Saw your post on the thread where they OP was asking what format they should try. The issue is not that you "don't know what I'm doing" when trying to posts links, it's that, by default, users on this site are unable to post links - that's a feature you have to get specifically enabled for your account.

I have gone ahead and enabled this for your account, so links should work for you in the future.

July 16, 2019 3:50 p.m.

Said on Gorm the Great ......

#5

In the future, please remember to hit the "Mark as Answer" button to indicate your question has been resolved and you no longer have any follow-up questions--though I know that is a bit hard with the amount of discussion on this thread. Since this question has been answered for a few days now, I have gone ahead and chosen an answer on your behalf.

July 16, 2019 12:40 p.m. Edited.

In the future, please remember to hit the "Mark as Answer" button to indicate your question has been resolved and you no longer have any follow-up questions. Since you indicated your question was answered, I have gone ahead and chosen an answer on your behalf.

July 16, 2019 12:37 p.m.

In the future, please remember to hit the "Mark as Answer" button to indicate your question has been resolved and you no longer have any follow-up questions. Since this question has been answered for a few days now, I have gone ahead and chosen an answer on your behalf.

July 16, 2019 12:37 p.m.

In the future, please use the Rules Q&A section when you have questions about cards, card interactions, or rules. It has some added functions, such as the ability to "Mark as Answer" a post to indicate your question has been resolved.

I have gone ahead and moved this thread for you.


You are entirely correct in your reasoning - when a copy effect allows you to change the target of a spell or ability, you can only change the target if the spell or ability has a target or targets. As you correctly reasoned, Basalt Monolith 's second ability does not target, thus does not have a target which can be changed.

July 16, 2019 12:35 p.m.

At the risk of being a tad uncouth, it seems your major problem is not the format, but your lack of experience with the game (also being late, but that's a separate issue, and it's unfair to blame the format for that!). That's not something that is going to be fixed right away, but, if you stick with it, you'll get better over time and a lot of your above issues will disappear.

You might want to start by downloading Magic's new online game - Magic Arena, and fiddling around with that for a bit. That way you can develop some of the basic gameplay and deckbuilding skills, without having to spend any money.

Beyond that, here is a list of the major formats, and some pros and cons for each:

Limited, either Draft or Sealed (Sealed is what Prerelease is).

Speed: Limited games tend to be on the slower side, since no one has ultra-tuned decks.

Pros: With limited, you do not need to own a bunch of expensive cards, and everyone starts on a level playing field. This means you're not going to simply get pubstomped by someone running a perfectly optimized deck each time you play.

Cons: You need a decent knowledge of the game to build a deck. This is particularly true in Draft where you need to know what cards to draft in the first place. Limited can also get rather expensive as the entry fees add up. Also, you have to be there on time, which you indicated might be an issue.

Standard:

Speed: A bit faster than limited, but not as quick as Modern or the Eternal formats.

Pros: You can find Standard events at most game stores. The decks tend to be less expensive than Modern or Eternal formats. Lots of players.

Cons: Rotation - though, this is really not as big of a deal as people think. Rotation does not happen all that often, and only a few sets at a time rotate. It's very predictable, and easy to plan for, making it less scary than it seems.

Modern:

Speed: Modern is known as the turn-4 format, as that's when a lot of games end.

Pros: Modern has a great selection of cards, giving a lot of leeway in deckbuilding. It's fast and fun, and seems like something you might be interested in based on your post.

Cons: Cost - competitive Modern decks get rather pricey.

Legacy/Vintage (lumping them together since, while there are differences, the pros and cons are the same).

Speed: Extremely fast - turn 1 wins are possible.

Pros: The gameplay is fast, brutal, and short, but, by no means solitary. These formats are intense battle for domination, often defined by vicious counterspell wars.

Cons: Cost - between the Alpha lands, Force of Will s, and, for Vintage, Power Nine, these decks cost thousands of dollars. It's also rather hard to find Legacy/Vintage events, since they're not really supported.

Commander:

Speed: Depends on your meta - some can be long games lasting an hour, some can be tables that tend to end games with turn 1-3 combos.

Pros: Fun, social, and the singleton nature makes it a tad less consistent, so the game can be a bit more forgiving to newer players.

Cons: Commander is pretty meta-dependent, so your experience might be drastically different depending on who you play with.

Cost: Again, this is really meta-dependent. A competitive-meta deck might cost thousands; a casual deck might cost a hundred or so. The cost of buying a deck will really depend on what needs to be spent to be competitive in your specific environment.

Pauper:

I don't know how popular Pauper events are, but this could be the right meta for you if you find an event. There are a couple viable decks, the cost for entry is relatively low, and it is still fast-paced. The biggest problem is going to be finding people to play with.

July 16, 2019 12:17 p.m. Edited.

You’re looking at outdated information back from a time when combat damage used the stack. That is no longer the case, nor has it been the case since 2010.

You’ll be able to activate an ability that requires a sacrifice during declare blockers, just as you would any other ability. This allows you to sacrifice a creature that would die during the combat damage step. However, since it dies before the combat damage step, it will not be around to deal any damage.

July 15, 2019 6:14 p.m. Edited.

Looks like you also asked for a good breakdown of the Combat Phase. I don't know of any links, but I can provide a simplified breakdown here. Each event will be listed in the order they occur, and I will put in red when the active player gets priority (the time when players will have a chance to past spells)

First: Beginning of Combat Step

  • If in multiplayer, you declare who the defending players will be. In single player, this does not do anything.
  • The Active Player gets priority.

Second: Declare Attackers Step:

  • Active player chooses which creatures will attack and which players/planeswalkers each creature will attack.
  • Check to make sure the attacks azre legal.
  • Deal with Banding.
  • Tap the creatures.
  • Pay optional costs.
  • On attack abilities trigger.
  • The Active Player gets priority.

Third: Declare Blockers Step

  • Defending player declares blockers.
  • Check to make sure the blocks are legal and pay any costs.
  • Attacking player announces what order their creatures will be doing damage (though not actually the assigned damage); then Defending player does the same.
  • The Active Player gets priority.

Fourth: Combat Damage Step - There might be two combat damage steps if a creature has First/Double strike (or 3 if in Unset land with Last/Triple strike). These all follow the same order, but only with the associated creatures (i.e. first strike Combat Damage Step = only with first strike or double strike, followed by regular with the non-first strike creatures).

  • Players announce the actual assignment of damage (i.e. my 4/4 will deal 1 damage to your blocking 1/1, and 3 to your blocking 2/2).
  • All combat damage is dealt simultaneously.
  • The Active Player gets priority. (State based actions will check once a player gains priority and those marked with lethal damage will die).

Fifth: End of Combat Step

  • The Active Player gets priority. All "End of Combat" triggers go on the stack.
  • Once priority is passed, creatures and planeswalkers are removed from combat and you go into the Postcombat Main Phase.
July 15, 2019 5:41 p.m.

You cannot play pump spells to save your creatures during the Combat Damage Step

However, you can play pump spells during the priority phase of the Declare Blockers Step. This occurs after blockers have been assigned, but before damage is dealt, so you have a chance to pump your creatures based on how your opponent blocks.

Damage also does not resolve - it simply occurs when the game tells you to deal combat damage.

July 15, 2019 5:28 p.m. Edited.
  1. Yes, you can tap a vigilant creature for mana in response to declaring blockers. While creatures must be untapped in order to be declared as an attacker, the rules say a change in whether tapped or not after being declared as an attacker does not change the fact the creature is attacking.

  2. Yes, the damage of a now-tapped creature will still go through. The act of tapping the creature neither removes it from combat nor does it suddenly confer the blocked status on your creature. As such, it is still an attacking and unblocked creature, and will deal damage to the player/planeswalker it is attacking.

Edit: Ninja'd while typing.

July 15, 2019 9:09 a.m. Edited.

Monstrosity does not target - as such, there is no target on the copy to be changed, and Monstrosity, both the original and the copy, will only effect the creature who activated the ability.

While you will copy the ability, only the first one resolving has an effect. Monstrosity has a conditional phrase as part of its resolution: "If this permanent isn't monstrous, put N +1/+1 counters on it and it becomes monstrous."

When the ability resolves, it first checks to see whether or not the creature is monstrous. The copy will resolve first, since it was put on the stack second. When it resolves, it will check and see the creature is not monstrous, so will put the +1/+1 counters on the creature and make it monstrous. When the original ability resolves, it will check to see if the creature is monstrous, see that it is monstrous, and then have no additional effect.

July 15, 2019 9:06 a.m.

Said on All is dust ......

#15

Edit: Double post.

July 14, 2019 10:22 a.m. Edited.

Said on All is dust ......

#16

Gift of Immortally’s trigger occurs in full. Which means:

  1. You return the creature to the battlefield when the trigger resolves.
  2. You return Gift to the battlefield attached to that creature at the beginning of the next end step.
July 14, 2019 10:22 a.m.

Said on All is dust ......

#17

Shady78 is correct. All Is Dust causes all coloured permanents to be sacrificed simultaneously. As such, Gift of Immortality will "see" the fact the creature died simultaneously with it, and its ability will still trigger even though it also was sacrificed.

Compare to Austere Command . With command, you perform the actions as ordered on the card. If Gift is on a CMC 1 creature, and Enchantments and CMC 3 or less are chosen, first you destroy all enchantments, since that is printed first on the card; then you destroy all creatures. Since enchantments were destroyed first, Gift would be gone by the time the creature was destroyed, and thus would not trigger upon the creature's death.

July 14, 2019 1:09 a.m. Edited.

The copies will not be unblockable.

Per Rule 706.2, you look at the text printed on the permanent - statuses (which is what Rogue's Passage creates, not a text-changing effect) is not a copiable value defined by the rule. As such, Rogue's Passage 's status would not be copied by Myriad.

(Even if RP was a text-changing effect, as you hypothesized, that would not be a copiable value either.)

706.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The “copiable values” are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters the battlefield” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, and counters are not copied.

July 14, 2019 12:59 a.m. Edited.

Said on Odd Foil Beast ......

#19

It seems someone else had the same thing occur for them yesterday on Reddit, which I found while googling around to answer your question.

Apparently when you buy sets of two packs from Walmart you get a foil promo card with that watermark. I’m guessing something got messed up somewhere in the packaging, and some Ravnica promos got put in with the MH packs.

July 13, 2019 11:15 a.m.

In the future, please remember to hit the "Mark as Answer" button to indicate your question has been resolved. Since this question has been answered for a couple of days and there have been no follow-up questions, I have gone ahead and chosen an accepted answer on your behalf.

July 12, 2019 4:18 p.m.

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