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Works for me?
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July 17, 2017 5:37 a.m.
BUT: If Scion of the Ur-Dragon is you commander and you put it into the command zone instead of the graveyard, the ability will NOT trigger, because it didn't die.
And because it kinda sounds like you read Destructor Dragon as an enter-the-battlefield ability: If you make Scion of the Ur-Dragon into a copy of dragon with an etb ability (eg Bogardan Hellkite), this ability will not trigger, because the Ur-Dragon never changed zones.
July 16, 2017 4:12 a.m.
Ob Nixilis of the Black Oath's first ability doesn't deal damage at all. Damage leads to life loss, but these are two separate things.
Also, please ask rules related questions in the Rules Q&A linked in the header in the future.
July 12, 2017 4:58 a.m.
If multiple triggered abilities have to be put ont the stack at the same time, each player, in APNAP (Active Player, Non-Active Player) order, puts the abilities he or she controls on the stack in any order he or she chooses.
These two abilities trigger at the same time, so you can put them on the stack in any way you like. If you put the God's ability on the bottom, so that it resolves last, you get the most out of it.
603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. [...]
July 10, 2017 11:12 a.m.
Activating an ability/casting a spell is a process that involves announcing the spell/ability and putting it on the stack, choosing modes and targets, determining the costs and paying them. During this process, nobody gets priority, so nobody can do anything.
Once you have begun activating the ability, nobody can do anything until the activation process is complete. At that point, the ability is on the stack. As abilities on the stack exist independently from their source, it doesn't matter what happens to Rhonas. The ability will resolve normally, even if Rhonas isn't on the field anymore.
112.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time wont affect the ability. [...]
July 8, 2017 10:34 a.m.
Well, you're using them in your post?
TappedOut only seems to be able to display the "dumb apostrophe", the straight downwards line: '
The "smart apostrophe", the one that looks like a comma, doesn't work here.
July 7, 2017 8:02 a.m.
No and yes.
No, it doesn't trigger Blood Artist when you champion it. Championing puts it into exile, not into the graveyard.
110.5f A token that's phased out, or that's in a zone other than the battlefield, ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)
July 7, 2017 7:56 a.m.
@MrSilk: Thanks for your compliment!
This is turning into a wall of text, so I'll split it up and hide it...
It is very important for color fixing without investing in fetch and dual lands.
The stuff that lets my opponent lose life and protects me is (Suture Priest, Blood Artist, Authority of the Consuls, Ghostly Prison, Zealous Persecution). These are the cards I have to be able to cast, as giving my opponent too many tokens without being protected from them or him losing life is pretty much suicide.
Now, as I said, the black and white cards are important, so I want to be able to play them early on. I could run fetch and dual lands to achieve that and still be able to pay the red and blue for the other cards, but, you know, money. So I only run Swamps and Plains, and do the other colors with Forbidden Orchard. And because 4 lands that can produce or aren't enough, I need a few more, this is where City of Brass comes in. The life usually doesn't matter, as I gain enough of that.
I can't give you a definite rundown. It really depends on your hand. Nevertheless, here are a few pointers:
Generally, as I said above, you don't want to give your opponent too many tokens without him losing life or being protected (at least gaining life from Authority of the Consuls). Then again, if you have the right cards and think you can be fast enough, go for it (see below).
If you have Varchild's War-Riders and Suture Priest in hand, play the Riders first, as that way around will result in more damage, even if you miss the trigger of the first token. Also, if you control the Riders and Blood Artist, attack with the Riders. Most (casual) opponents who haven't yet played against this deck will block with all tokens, which results in them getting 2 damage plus losing life for every token (and you gaining that much).
Hunted Phantasm provides the most value with Suture Priest. But you should play it even if you don't control the Priest. It adds 5 damage to Rakdos Charm and Blood Artist and is an unblockable attacker!
You can take damage! If your Ghostly Prison gets destroyed, depending on your hand and board, it might be better to take the damage than to kill the tokens with Ratchet Bomb. Saving up tokens is almost always better than killing them off in small bursts, and you should have gotten plenty of life with Authority of the Consuls.
While Rakdos Charm has three very relevant modes, I think you should only destroy an artifact or exile a graveyard if not doing so would lose you the game. Let them have a small advantage in order for you to win so much easier.
Maths! Be sure about your numbers! I lost a few games because I thought I couldn't deal enough damage this turn and decided to wait, only to realize later that I hadn't considered the tokens from tapping the Orchard for casting Rakdos Charm or similar things.
I think this is the fastest this deck can win (life without considering combat):
- Turn 1: Forbidden Orchard, Authority of the Consuls. Tokens: 1, my life: 20, opponent's life: 20.
- Turn 2: Forbidden Orchard, Suture Priest. T: 3, ml: 22, ol: 20.
- Turn 3: Forbidden Orchard, Hunted Phantasm. T: 11, ml: 31, ol: 12.
- Turn 4: Forbidden Orchard, Rakdos Charm.
You could manage that with only one Forbidden Orchard in turn 1 (turn 3: 8 tokens and 14 life, turn 4: attack with Phantasm, Rakdos Charm), but if we go to Magical Christmas Land, we might as well go all the way.
July 7, 2017 7:45 a.m.
@Leumas: Thanks for the suggestions and the compliment!
Glissa, the Traitor: I love the concept, and someday I will get around to building a deck with her as commander. I ran her and Goblin Welder in earlier stages of this deck, but they had very little impact.
Tamiyo's Journal: Tried it, it's too slow on its own. I almost always ended up saccing the Clues for cards or for the Brothers' ability.
Ulvenwald Mysteries: You're right, it provides all relevant permanent types. But the "nontoken" part always throws me off, as most creatures that die on my side are tokens. I'll test it, maybe it surprises me...
Aid from the Cowl: After thinking about it for a while, I really don't know how well this would do in here, so I'll test it.
July 5, 2017 8:03 p.m.
Yes, because Kalitas replaces the event of a nontoken creature dying. Your token is, well, a token, so it will not be affected by Kalitas's replacement effect.
July 5, 2017 4:45 a.m.
The Hellkite is on top of the stack. Each player receives priority. You could play instants or activate abilities, but at this point, the Hellkite isn't on the field yet, so you can't target it with Arrows.
Hellkite resolves and enters the battlefield. The active playre (your opponent) receives priority. You can't do anything at this point.
You opponent puts the Cloak's equip ability on the stack. He receives priority and passes it to you.
This is where you can target the Hellkite with Arrows. You do so. The ability is put on top of the stack. You receive priority.
Nobody does anything, so Arrows' ability resolves puts a counter on Hellkite. You opponent receives priority.
Nobody does anything, so the Cloak's equip ability resolves.
July 4, 2017 3:30 p.m.
July 4, 2017 1:10 p.m.
No, because Rings of Brighthearth's ability isn't activated.
Activated abilities are worded "cost : effect".
This is a triggered abilty. These are worded "when/whenever/at ..."
July 4, 2017 1:07 p.m.
@aholder7: Thanks, your comment gave me a lot to think about!
I tested Trespasser's Curse on Sunday and it was great in duel games. The additional life gain helped quite a bit to survive a destroyed Ghostly Prison, and burn decks couldn't remove the Curse (as opposed to Suture Priest). But as expected, it made the deck worse in multiplayer games. But I did replace Suture Priest and didn't even think about replacing something else...
Card draw is often neccessary to help me find the second for Hunted Phantasm without sinking huge amounts of money into my mana base, and for generally refilling my hand. Night's Whisper was the best option back when I played only 4 enchantments. If I do decide to play the Curse, this deck would run 10 to 12 enchantments. I could probably get away with playing 2 Argothian Enchantresses or Enchantress's Presences and draw more cards than with 3 Whispers.
If you control Ghostly Prison, Angel's Trumpet wins the game (and I like it because it's such a "wait, what?" effect). But it isn't unproblematic. Without the Prison, it's pretty much a dead card, and it has a slight dissynergy with Authority of the Consuls.
So, after thinking about this, I'm going to test this: replace the 2 Trumpets, 1 Whisper, and 1 Priest with 4 Curses, replace the other 2 Wishpers with 2 Argothian Enchantresses, and keep 3 Priests to keep the deck suitable for multiplayer and make it more aggressive in duel games.
July 4, 2017 6:02 a.m.
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