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Neotrup's answers for your first two questions are more than satisfactory, but I'd like to elaborate a bit on your third question. First of all, there is no such thing as a 'static trigger ability;' it's simply a static ability. Second, in a tournament setting this isn't etiquette. Maintaining the game state is a requirement of both/all players. If no other action has been taken since that creature came into play, it's perfectly logical to tap it. If combat has happened, players have cast spells, etc., then it gets a bit trickier.
If you're playing at a Competitive REL event, your opponent and you will definitely get warnings for Gameplay Error (opponent) and Failure to Maintain Game State (you) if a judge has to be called to correct it, if it's at a reasonable point. If too much has happened since the point of the error, you will still get warnings, but it's entirely possible the judge won't tap it since it could have influenced decisions.
At FNM (Regular REL), resolution of stuff like this is much easier since most FNMs don't have an on-duty judge, and you'll generally just make your opponent tap it. In the case of no available judge, you'll just have to make sure you and your opponent agree that's what should happen, and continue with your turn. I hope this helped, and if you would like me to try to elaborate a bit more, I will gladly do so. Also, if you are satisfied with the answers, don't forget to select a response (Neotrup's since he answered more) as having answered your post.
January 21, 2017 6:49 a.m.
So what happens is this: Stormfront Riders enters the battlefield, triggering itself and Prison Term. Assuming it wasn't played at instant speed somehow, it will be your opponent's turn and the abilities will go on the stack in APNAP (active player, non-active player) order. Your opponent chooses targets for the Riders's ability and puts it on the stack, and then your Prison's ability goes on the stack above that. You can then choose to move the Prison over to the Riders since your ability will resolve first, and after that the creatures are then bounced. Knowing this, your opponent should probably choose itself and whichever creature is currently imprisoned to get rid of your aura permanently, though. Hope this helped!
January 21, 2017 6:22 a.m.
drock1000 - Thanks! Heart of Kiran is definitely one card that stood out to me in playtesting that was actually problematic, but fortunately I can often go wide enough so it doesn't matter. All of my removal in my current sideboard - aside from the bad sweeper - actually hits it, too, which is partially why I chose the ones I did. After playing FNM tonight, it became evident that opposing creature-heavy decks are essentially not a threat, but I only managed a meager 2-2 finish due to bad mana, which at the moment is my biggest weakness. I found I was almost always short on white mana, so I'm definitely going to have to make a couple changes to the lands. I think Anguished Unmaking is a bit taxing on the curve, but Immolating Glare isn't a bad thought. I never sided or remotely wanted to side in Hazardous Conditions, and I think swapping those for a couple Glares would help the board out tremendously. I am still debating on cutting black from the deck as well, but I'm not sold on the idea after just one FNM. Thanks for the input!
January 21, 2017 6:03 a.m.
Mornelith - Yeah, I really do hate Loam Dryad as a card haha, and that will definitely be the first thing I cut from this deck if possible. I really want to see how it performs as-is at FNM this week so I'll have a better idea what to do to the deck. I really don't think Cryptolith Rite is necessary with nothing costing more than 4 mana, so I'd honestly just rather have a creature that can help push through, whether it be the Dryad or Veteran Warleader. Another option is to cut black entirely from the deck, freeing up slots in the main deck and making my mana infinitely better, but I think losing Weaponcraft Enthusiast is fairly painful, believe it or not.
myronrocks - thanks! Rishkar, Peema Renegade is a super cool card, and if I end up making the swap to just GW as mentioned above, I think that would be a great replacement for Weaponcraft Enthusiast along with gaining the ability to easily add in Westvale Abbey Flip in multiples. I do feel like this strategy will at least try to be played this format, but I'm not quite sure how good it will be. Yahenni's Expertise will be the bane of this deck on the draw, and probably even on the play unless we get an anthem-heavy hand. I'll have to relearn self-control and not overextend if an opponent is playing lots of black cards.
January 19, 2017 2:03 a.m.
Quarrell - I was thinking this also when I made the deck, but the mana is kind of tight at the moment. I have quite a few early mana requirements to play any card on curve. I'm going to try to play it without them at FNM this week if I can get all the cards I need and see how it goes, but I can definitely see adding them in the near future.
Mornelith - Veteran Warleader is pretty cool. I'm not quite sure how I can fit it in though. Maybe I put it in the side to help with the creature matchups? Angel of Invention was also originally in the deck as a 2-of, but I found with only 22 lands I can't cast it reliably enough. The Warleader is interesting though. How would you try to fit that one in?
January 18, 2017 2:09 a.m.
Well, zero is actually correct since Confront the Unknown doesn't put counters on anything, but it will get +1/+1 until end of turn.
January 15, 2017 4:01 a.m.
Murphy77, so you don't feel that 22 cards in the deck is enough to make it focus on tokens? Token decks have always relied on anthems as a way to finish off the opponent, and giving the whole team +1/+1 counters is the best way to do that in standard, plus every single card that gives the whole team counters does something else. Sorry, but I just don't quite understand what you mean.
January 13, 2017 10:22 p.m.
If you have Tainted AEther in play, and an opponent casts Endless One for zero (or any creature that enters with 0 toughness), it will enter the battlefield, die due to state-based actions, and trigger Tainted AEther. Since it will no longer be on the field when the trigger resolves, it will not be a legal choice to sacrifice.
January 11, 2017 9:45 p.m.
Your creature will stay as a Duskwatch Recruiter Flip because, as you mentioned, it is indeed only going to anything if the card is named Krallenhorde Howler when the transformation trigger resolves, but not quite for that exact reason. Here is an excerpt from an article on WotC's website explaining this when Shadows Over Innistrad came out.
I've saved our most technical change for last. Here's the new rule: if a DFC has an activated or triggered ability that transforms it, that permanent transforms only if it hasn't since that ability was put on the stack. What does that mean? For example, say you activate Elusive Tormentor's ability, then you activate it again in response. Why? Because you want to discard a lot of cards. Why? We're almost there. Relax. The first ability to resolve will cause Elusive Tormentor to transform, as expected. But the second ability won't, as Elusive Tormentor has already transformed because of the first ability.
January 11, 2017 9:11 p.m.
TheLariat - The tokens can't produce mana... I'm not quite sure where you got the idea they can. Loam Dryad can produce one mana with another token out, but that's literally the only creature in the deck (tokens included) that can do that. If I were running something like Cryptolith Rite or Rishkar, Peema Renegade then it definitely would not be unreasonable to be running a couple big threats, but that isn't the goal of the deck. That is definitely an interesting sideboard plan, however, to side in stuff that makes me creatures tap for mana and then play something huge like maybe Decimator of the Provinces to help with stalled board states. That could work, but I don't think making the sideboard transformational would do much beside slow the deck down.
January 11, 2017 8:57 p.m.
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