A two-part Q about Regenerate and Proliferate

Asked by JWiley129 11 years ago

Part 1. I was playing commander against Skullbriar, the Walking Grave , who was a 4/4 at this point, and my Experiment One who was a 5/5. There was also a Maze Abomination on the field giving Skullbriar deathtouch. What happened was, my opponent attacked with Skullbriar and I blocked with Experiment One. I then regenerated him from dying, and then here's the question. Would Skullbriar still die (aka get sent to the command zone) or would the regeneration as damage is dealt not kill Skullbriar?

Part 2. Later in the game I dropped a Contagion Engine and put -1/-1 counters on all his creatures, including Skullbriar. Now this is important b/c Skullbriar keeps all counters on him, regardless of what zone he goes to (except his hand). I then proliferated with Contagion Engine . Now do I get to choose what type of counters Skullbriar gets more of? Or does Skullbriar get one -1/-1 counter and one +1/+1 counter from Proliferate?

CallMeCrazy says... #1

Part 1:You have to regenerate before combat damage is dealt, so if you regenerate both creatures would survive combat, and if you didn't regenerate they would trade.

Part 2:You get to choose, as stated in the reminder text of proliferate.

September 8, 2013 3:38 a.m.

JWiley129 says... #2

CallMeCrazy - Ok, I just wanted to get clarification. I thought wrong on Q1 and was correct on Q2. Thanks,

September 8, 2013 3:40 a.m.

megawurmple says... #3

I was just flicking through some older questions on this site and stumbled across an answer which I believe to be incorrect.

Q1 has been answered correctly; regenerate removes creatures from combat, so no damage is dealt.

Q2 is incorrect, however. From the comprehensive rules:

121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

Therefore, when Skullbriar gets a -1/-1 counter placed on him, it gets removed before any player gets priority. Since it has no -1/-1 counters on it, you aren't able to put another one on with Proliferate. You can choose not to put a +1/+1 counter on him though.

September 8, 2013 4:56 a.m.

Epochalyptik says... Accepted answer #4

@TitansFTW: Regeneration removes creatures from combat at the time the regeneration shield is consumed, not at the time it is created. Experiment One 's regeneration ability must be activated before combat damage, so it will be a 3/3 for damage.

Experiment One will deal 3 damage to Skullbriar, the Walking Grave , and Skullbriar, the Walking Grave will deal 4 deathtouch damage to Experiment One . Experiment One will be regenerated and survive; Skullbriar, the Walking Grave will survive with 3 damage marked on it.

You are correct about the second answer, though.

September 8, 2013 9:50 a.m.

megawurmple says... #5

I apologise. I thought the regenerated creature was removed from combat before damage. Thank you for clearing up that mistake.

September 8, 2013 9:56 a.m.

abenz419 says... #6

I'm trying to understand what's happening in the answer to the second question. Are you saying that if there are 4x +1/+1 counters and 2x -1/-1 counters one a creature then the 2x -1/-1 counters and 2 of the +1/+1 counters will be removed and what's left is a creature with 2x +1/+1 counters on it?

September 9, 2013 1:04 a.m.

Epochalyptik says... #7

@abenz419: Yes. That's how 121.3 works. +1/+1 and -1/-1 counters cancel one another out as a state-based action.

September 9, 2013 1:21 a.m.

abenz419 says... #8

ok I thought that's what he was saying. it's like a tongue twister with all the +1's and -1's and it just made it hard to follow

September 9, 2013 1:27 a.m.

This discussion has been closed