Creature — Vampire
Whenever Falkenrath Noble or another creature dies, taget player loses 1 life and you gain 1 life.
|Want (5)||Cablead , Vee.o , gwumbelbehr , Pretus , still_i_rise|
Printings View all
|Commander 2017 (C17)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Duel Decks: Blessed vs. Cursed (DDQ)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Falkenrath Noble occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
WB (Orzhov): 0.65%
Falkenrath Noble Discussion
4 days ago
However, sonnet666, if there's only a single 1/1 on the battlefield, then you would be able to keep the stolen creatures.
In your detailed example, in step 2, only one M trigger would go on the stack due to only one 1/1 dying. This trigger would resolve in step 5, killing Puppeteer Clique and Falkenrath Noble. Careful stacking of the new triggers would have the new Massacre Girl triggers resolve before either Clique or Noble returns to the battlefield.
So as long as the right arrangement of creatures are on the battlefield, this would work. It would have to be the right arrangement, however, as even a second 1/1 would kill off the Clique after it returned, which in turn would kill off the Noble.
4 days ago
You actually asked a really complicated question and, based on your response, I don't think you totally got the answer from what was posted. Furthermore, Rhadamanthus's answer is correct in terms of how the rules work, but doesn't do a good job of explaining what happens in this situation.
I'm going to go over it in more detail.
Massacre Girl's Enters the Battlefield ability is a triggered ability. When it resolves it does two things: give every other creature currently on the board -1/-1, AND create a delayed triggered effect for the rest of the turn, that triggers when a creature dies, and will also give every other creature on the board -1/-1 when that delayed trigger resolves.
In the situation you describe, Puppeteer Clique and Falkenrath Noble WILL still die and you WON'T end up with them, or the creature that PC brought back, on the battlefield when the dust settles (probably).
The board is as follows: Puppeteer Clique on your side, and Falkenrath Noble enchanted with your Unholy Indenture under your opponent's control. I'm also going to assume there are some other creatures on the board and that at least one of them is a 1/1, because otherwise nothing would die to Massacre Girl's ability. To make this example run smoothly, I'm going to say this is a multiplayer game, and that your second opponent controls five 1/1 elf warrior tokens.
It's your turn. You play Massacre Girl. This happens, step by step:
Nobody counters Massacre Girl. It resolves, then its ETB resolves, giving everything -1/-1.
The five 1/1 Elf Warriors die as a State-Based Action. Before the next player gets priority, five of Massacre Girl's delayed triggers get put on the stack. Abilities on the stack resolve in First-In-Last-Out order, so I'm going to name these triggers M1 though M5, with M1 being the first on the stack. M5 will be the first to resolve.
Falkenrath Noble's ability also triggers five times (F1 through F5). Your opponent controls these triggers. Because you are the active player (its your turn) your abilities went on the stack first. Your opponent chooses a target player to lose life for each trigger.
F5 through F1 resolve. Your opponent gains 1 life and the targeted player loses 1 life, five times.
Puppeteer Clique and Falkenrath Noble die as a SBA. Six abilities trigger from this: Unholy Indenture's ability, Puppeteer Clique's persist, two new Massacre Girl delayed triggers (M6&7), and two new Falkenrath Noble triggers that your opponent controls (F6&7).
Again, your triggers go on the stack before your opponents, but you get to choose the order you want your triggers to resolve in. Lets say you stack them like this: Puppeteer, Unholy, M6 and M7 (M7 will resolve first), then your opponent's F6 and F7 go on after. (Your opponent's chooses targets now.)
F7 and F6 resolve. Same as step 4.
M7 and M6 resolve. There's no creatures left except Massacre Girl, so nothing happens.
Puppeteer Clique's Persist resolves and it comes back with a -1/-1 counter. It's ETB triggers and goes on the stack on top of everything else. You choose which creature you're targeting now.
Let's say there's a Jin-Gitaxias, Core Augur in your opponent's graveyard. Puppeteer Clique steals until the end step, so you figure you'll be able to get 7 cards off of it. PC's ETB resolves and put in into play under your control.
The first four Massacre Girl triggers are still on the stack. M4 resolves, giving PC, FN, and Jin -1/-1.
PC dies as a SBA. Your Falkenrath Noble triggers from this (Fa). Choose a player to target. Fa resolves, you drain them for 1.
M3 resolves, giving FN and Jin -1/-1.
FN dies as a SBA. It triggers itself (Fb). Repeat step 14.
M2 and M1 resolve, giving Jin -1/-1 twice.
Jin-Gitaxias, Core Augur is a 5/4 and has been given -4/-4. It dies as a SBA. It goes back to your opponent's graveyard because PC only exiles at the end step.
Massacre Girl triggers one last time (M8), but the ability does nothing like in step 9.
And that's everything. As you can see, even though Massacre Girl's triggered ability only effects the creatures that are on the battlefield when the trigger resolves, the triggers resolve individually, and everything that comes into play in the middle of it will probably die too. Even stacking the triggers as well as possible back in step 7 wasn't enough to save a 5/4 in this example, and things will probably be even more hectic in a game with a clogged board full of creatures. (Maybe if you pulled someone's Emrakul, the Promised End, and there weren't too many creatures on the field, that might survive the massacre.)
Your friends were explaining it rather simply when they said the delayed triggers "built up" but in this instance that's a good way to look at it.
(Note: Any time I said "__ resolves," there was a chance for players to cast instants and activate abilities just before that happened. I left that out because this was complicated enough already.)
Hope this helps :)
5 days ago
Use double square brackets around a card's name to create a pop-up for reference. It's the easiest way to make sure everyone understands what's going on with your question (and you don't have to do all that extra typing): Massacre Girl, Puppeteer Clique, Kaya's Ghostform, Falkenrath Noble
First, there's a problem with your specific example: Kaya's Ghostform can only enchant a creature you control. Unless the "opponent's Falkenrath Noble" you're talking about is something you took from them with Puppeteer Clique or something else that gave you control, you can't put the Ghostform on it.
You had the right idea. The temporary -1/-1 effects (not counters) from Massacre Girl's triggered abilities won't affect creatures that enter the battlefield after the triggers resolve. If a resolving spell or ability changes the characteristics of objects on the battlefield (power, toughness, color, abilities, etc.) then the group of objects it will affect is locked in at the time the spell/ability is resolving. It won't affect anything that enters the battlefield at a later point.
The following is a quote from the relevant section of the Comprehensive Rules document:
611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.
Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.
Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.
2 weeks ago
Rankle, Master of Pranks tends to be one of the better engines in the deck, allowing for sacrifice, eating at each players' hand, and drawing cards in a pinch. Winding Way is one of the cards that permits the deck to run so few lands (only 31), so I am not too comfortable cutting it.
Catacomb Sifter is an interesting one. I often find it gets me quite a bit of value, but I could see cutting it pretty easily. Falkenrath Noble can also be lacking, but effects that gain life every time something dies tend to be sought out in-game.
For fodder, I want to primarily have a low curve early game, being turns one through three, then play a sacrifice outlet and draw engine turns three and four. What you suggest is a little too expensive for what this deck currently does.
Pitiless Plunderer is fine, but a 1/4 for four is not appealing, especially in a deck that is not very mana-hungry.
2 weeks ago
probly cut Rankle, Master of Pranks for Phyrexian Altar and cut Winding Way for Pitiless Plunderer, i would cut Catacomb Sifter for Korvold, Fae-Cursed King mithg cut Falkenrath Noble for a Woodland Bellower as some great target like Grim Haruspex Imperial Recruiter Blood Artist and the like . ON a diferent note i would personaly( it is just my opignion feel free to disagree) change the foder part to make it creature with biger upside like Prossh, Skyraider of Kher Endrek Sahr, Master Breeder Nesting Dragon Spontaneous Generation but then if you go with these change you would have too boost the ramp since they have a higher mana cost then what you are runing
2 weeks ago
Just as a personal preference, I feel like more Saproling generation could be included. A large portion of this list feels like it's focusing more around removal and sacrificing your stuff which is exactly what slimefoot wants, but if you have too many sac outlets and not enough to sac, then slimefoot won't trigger that often. I also think it's more economical to spend mana on a card in your hand to generate the saproling instead of using slimefoot. slimefoot will work once you have something like Ashnod's Altar and Parallel Lives sure, but that's if you draw them or one of the two tutors so the consistency could be off slightly.
But these thoughts and opinions may not apply to how you want to play your deck so I'd be really keen to hear how it plays out :) My own slimefoot is designed to be underwhelming on purpose, but it's not in a competitive environment so that's why this may not matter XD but it's won pretty consistently by not doing much for most of the game, slowly building saprolings and when it's too late, bombing the board for the win.
Hopefully this is of some help but if not, glad it's running well and will have to look at my own for improvements XD
2 weeks ago
Again thanks so much When you say permanent sac outlet, you mean reusable sac permanents?
I’m gonna play test it this weekend at Phoenix magic fest!