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Magic: The Gathering |OT|

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Takuan said:
You're very lucky. Foil Sword is a particularly pricey card that'll fetch you a lot of money.

I like foils, but if I were to ever get one of a valuable card that I need in a deck, I'd just sell it and buy two regular versions.

I've been pretty lucky with the foils of late, but of the 7 Rare / Mythic foils I've opened, 4 out of the 7 have been like this... seemed weird to me.
 
Made top 8 at FNM tonight. Valakut has to be the most annoying deck to play against. First round I was playing u/b infect and could do absolutely nothing. Second round I pulled 1 mana after 4 turns. I really need some inkmoth nexuses in my deck.

Wondering if I should go to the grand price tomorrow.
 
Hey guys!

Finally bought the fat pack, from which we have put together two "working, but not really a premade deck". One is a blue/black/artifact infect-artifact deck (with Tezzeret, Agent of Bolas..lucky pick? How much does that worth?), other is a myr/white/red dps stuff (with Hellkite Igniter).

The rare cards were in the fat pack:
-Tezzeret
-Hellkite Igniter
-Contested War Zone
-Distant Memories
-Hero of Bladehold
-Phyrexian Rebirth
-Myr Welder
-Myr Turbine
Some "destroy all artifacts" spell (green).

The game is fun, especially with 2 incomplete half-assed decks :D
Looks like we will be buying a Myr of Mirrodin and a Blue/Black intro pack to expand upon the cards we have. Damn, game is awesome :D
 
Oh, and what I almost forget:

2 guys go to attack
One is a 2/2 artifact creature. Other is a 4/1 with the ability to sacrifice an artifact to regenerate him. If I block the 4/1 but do not block the 2/2, and the 4/1 would die, then sacrifice the 2/2 to heal him up (to prevent dying, anyway), would the 2/2 still do damage first as it is unblocked, or would the damage to the player only occur once all this is resolved and therefore there is no more an unblocked 2/2 unit as it was sacrificed to save the 4/1 one...

I cant find an answer to this, does anyone know it?
Also, "Equip" on artifacts are usable on instants, so if one monster who wields them die, I can "transfer" the artifacts to other creatures?
 
V_Arnold said:
Oh, and what I almost forget:

2 guys go to attack
One is a 2/2 artifact creature. Other is a 4/1 with the ability to sacrifice an artifact to regenerate him. If I block the 4/1 but do not block the 2/2, and the 4/1 would die, then sacrifice the 2/2 to heal him up (to prevent dying, anyway), would the 2/2 still do damage first as it is unblocked, or would the damage to the player only occur once all this is resolved and therefore there is no more an unblocked 2/2 unit as it was sacrificed to save the 4/1 one...
I don't actually know. Damage happens instantaneously, but I don't know if you get a chance to activate another effect between damage being dealt and the game checking for weather a creature has lethal damage. Regeneration doesn't actually return a creature to play, it prevents it from being destroyed, so the effect has to happen before the 4/1 dies.
I do know that if the 2/2 was blocked with a 3/3 you couldn't sac it and still have it deal the damage to the 3/3, but thats not the same as what you're asking.
I cant find an answer to this, does anyone know it?
Also, "Equip" on artifacts are usable on instants, so if one monster who wields them die, I can "transfer" the artifacts to other creatures?

Equipment doesn't die when a creature dies. It stays in play.
 
Finished 9th at the local Extended PTQ last week out of 43 people. Just missed out of the top 8 by a percentage point (came down to tie-breakers). Went 4-2 in the Swiss rounds with Jund. It was funny, my friend I showed up, right as registration was closing. We didn't even have our decks ready, and I had to throw together a sideboard at the last minute. Thankfully, the judges were cool about letting us filling out our deck registration forms. But even then, my friend goofed up and wound up getting a game loss for recording "Sunken Ruins" twice on his sheet.

The lessons I took away were:

1. Slagstorm is underrated.

2. Have your deck and sideboard ready beforehand, rather than assuming your buddy will have the cards you need.

3. Show up a couple of hours early, instead of staying out and getting drunk the night before.

Despite all that, I had a blast, and looking forward to the next Star City event.
 
V_Arnold said:
Oh, and what I almost forget:

2 guys go to attack
One is a 2/2 artifact creature. Other is a 4/1 with the ability to sacrifice an artifact to regenerate him. If I block the 4/1 but do not block the 2/2, and the 4/1 would die, then sacrifice the 2/2 to heal him up (to prevent dying, anyway), would the 2/2 still do damage first as it is unblocked, or would the damage to the player only occur once all this is resolved and therefore there is no more an unblocked 2/2 unit as it was sacrificed to save the 4/1 one...

I cant find an answer to this, does anyone know it?
Also, "Equip" on artifacts are usable on instants, so if one monster who wields them die, I can "transfer" the artifacts to other creatures?
You don't take the 2 damage. Sacrifice action happens before the 2/2 can deal its damage, I'm sure - though I can't explain it in technical terms. :\

As for the Equip question, it's not instant speed. You can only transfer them on your main phase. I don't think it's kosher for you to swap in the middle of your Attack phase.

@V_Arnold: That's a great fat pack. Tezzeret is worth the value of the fat pack itself ($35 easily), for now. He's overvalued in my opinion, but is a very nice card regardless. I want 4.

I've been buying cards up on MTGS forums and eBay like a madman. Some standard, some Extended, some Legacy. Still hunting for cheap KOTRs. I bought the Knights vs Dragons duel deck yesterday and used it to teach my girlfriend how to play. Knights is kinda fun (pretty decent interactions here and there), Dragons not so much (slow and stupid). There are some good cards in both decks that make it worth the $20, though. Thunder Dragon is the hotness, and so is the foil Bogardan Hellkite.
 
V_Arnold said:
Oh, and what I almost forget:

2 guys go to attack
One is a 2/2 artifact creature. Other is a 4/1 with the ability to sacrifice an artifact to regenerate him. If I block the 4/1 but do not block the 2/2, and the 4/1 would die, then sacrifice the 2/2 to heal him up (to prevent dying, anyway), would the 2/2 still do damage first as it is unblocked, or would the damage to the player only occur once all this is resolved and therefore there is no more an unblocked 2/2 unit as it was sacrificed to save the 4/1 one...

I cant find an answer to this, does anyone know it?
Also, "Equip" on artifacts are usable on instants, so if one monster who wields them die, I can "transfer" the artifacts to other creatures?
The 2/2 will not do damage. Your opponent will have to sac before damage is assigned. This wasnt the case before the big rules change a few years back, ie no more "damage on the stack" tricks.

EDIT: Since there appears to be some confusion regarding the combat phase, here's a breakdown.

Beginning of Combat: Once you announce this phase, your opponent can do things like tap your creatures to prevent an attacker with Tumble Magnet, for example.

Declare attackers: Attackers are declared. Player also decides here if it's going to attack player or planeswalker. Attackers are tapped here. It's too late to use something like Tumble Magnet once in this step.

Priority does pass here so both players have a chance to cast instants, activate abilities, etc, after attackers are declared.

Declare blockers: Choose and stack your blockers, etc.

Priority does pass here so both players have a chance to cast instants, activate abilities, etc, after blockers are declared. In the example above, this would be the last chance to regenerate the Rusted Relic. This is also where most people would utilize pump spells, etc, as they know which creatures will 'get through".

Combat damage: Damage is assigned, divided amongst legal targets, etc.
 
Takuan said:
You don't take the 2 damage. Sacrifice action happens before the 2/2 can deal its damage, I'm sure - though I can't explain it in technical terms. :\
Well he can sacrifice it after it does damage, its just at that point its too late to regenerate the other creature though. It would be pointless
 
The_Technomancer said:
Well he can sacrifice it after it does damage, its just at that point its too late to regenerate the other creature though. It would be pointless
Yeah, once its assigned, damage happens simultaneously, so it'll be too late to respond with regeneration.
 
The_Technomancer said:
Well he can sacrifice it after it does damage, its just at that point its too late to regenerate the other creature though. It would be pointless
But the regen would have to happen after damage, otherwise it wouldn't be dead and the regen wouldn't work, no? I r confuse @.@

Anyone ever buy Chinese MTG? It appears that Chinese cards go for significantly cheaper than their English counterparts. I can buy 4 Chinese Khalni Hydras right now for $11. That's insane. Are they of lesser quality, counterfeit, or do people simply like Chinese characters less? The font they use is not as appealing, but I wouldn't mind having them just for the sake of having them.
 
Takuan said:
But the regen would have to happen after damage, otherwise it wouldn't be dead and the regen wouldn't work, no? I r confuse @.@
Regeneration is more of a shield you set up beforehand. You can actually pay the regeneration cost at the start of the turn and the creature will be regenerated the first time it dies, but you typically wait until you know something is going to kill the creature. In combat, you would pay the regeneration cost once blockers are declared (and you know the creature is about to die).
 
Keru_Shiri said:
Regeneration is more of a shield you set up beforehand. You actually pay the regeneration cost at the start of the turn and the creature will be regenerated the first time it dies, but you typically wait until you know something is going to kill the creature. In combat, you would pay the regeneration cost once blockers are declared (and you know the creature is about to die).
Thanks for the explanation. I never knew this. In practice, the way I interpreted it would work out the same way, but it's good to know the actual process behind it.
 
Takuan said:
Thanks for the explanation. I never knew this. In practice, the way I interpreted it would work out the same way, but it's good to know the actual process behind it.
No problem, glad I could help! But yeah, you can pay the regeneration cost anytime before the creature actually dies.

Also note that regenerating a creature taps it (if it wasn't already tapped) and removes it from combat.
 
I have a question with Myr Battlesphere. It says when you attack with Myr battlesphere you can tap any untapped myrs to give it +1/0 and deal that much damage to defending player. How does it count that? Can I infinite loop untapping my myrs with myr galvanizer or it wouldn't stack like that?
 
Zaraki_Kenpachi said:
I have a question with Myr Battlesphere. It says when you attack with Myr battlesphere you can tap any untapped myrs to give it +1/0 and deal that much damage to defending player. How does it count that? Can I infinite loop untapping my myrs with myr galvanizer or it wouldn't stack like that?
Not really. (And more seasoned players, correct me if I'm wrong...) The amount of Myr you tap for X is set as the ability is resolving so you won't have a chance to respond to it with anything. You can declare the Battlesphere as an attacker, then untap your Myr with the Galvanizer, then your opponent may respond, but once you start to tap them again for the second ability that's it.
 
Keru_Shiri said:
Not really. (And more seasoned players, correct me if I'm wrong...) The amount of Myr you tap for X is set as the ability is resolving so you won't have a chance to respond to it with anything. You can declare the Battlesphere as an attacker, then untap your Myr with the Galvanizer, then your opponent may respond, but once you start to tap them again for the second ability that's it.

Ah, ok. I figured as much since other people would be doing it if you could.
 
I bought a booster box of M11 today. Pulled a Jace, Primeval Titan, Frost Titan, a red and green Leyline and an inordinate amount of dual lands. Plus a ton of angels and other useful whites. It's really fun opening that many packs at once.
 
Just to clear confusion...

Regenerate describes a replacement effect for destruction, is generally written as "Cost: Regenerate (this permanent)", and is an ability only held by permanents. When the ability is activated, a "regeneration shield" is set up on the permanent. The next time that permanent would be destroyed, instead (if applicable) all damage is removed from it, it is removed from combat, and it is tapped. The regeneration shield remains until the end of the turn. This ability is generally found on creatures, though any permanent can be regenerated.
 
Cards with tapping activated abilities and lands, can you ever tap them? Like if you go to tap with tumble magnet can they just tap and use the ability in response since the tumble magnet is on the bottom of the stack?

Edit: I mean you can tap them but can you ever tap without the effect activating? There is some bluecard that can tap a land, creature, or something else with metalcraft but can't you just tap the land in response to add mana to the pool? If it doesn't let you add the mana in response, what happens to the card you played? It goes to your hand? Now your opponent knows what card you have. Do you have to ask if they want to do anything after you tapped land but before you play a card?

Edit: Also with splinter twin, if the enchanted creatures has poison counters on it does the copy have counters on it? I assume you're just copying the card and nothing else right?
 
Zaraki_Kenpachi said:
Cards with tapping activated abilities and lands, can you ever tap them? Like if you go to tap with tumble magnet can they just tap and use the ability in response since the tumble magnet is on the bottom of the stack?
Well think about it the other way around: wait until they try and activate it, and then use Tumble Magnet. Then their card will be on the bottom of the stack.
 
The_Technomancer said:
Well think about it the other way around: wait until they try and activate it, and then use Tumble Magnet. Then their card will be on the bottom of the stack.

But wouldn't it already be tapped then if they're tapping to activate? It's more someone else uses tumble magnet after I play a card and then they're like I'll tap that land then. Then they know what card I have and stuff that's why I'm confused how that works.
 
Zaraki_Kenpachi said:
But wouldn't it already be tapped then if they're tapping to activate? It's more someone else uses tumble magnet after I play a card and then they're like I'll tap that land then. Then they know what card I have and stuff that's why I'm confused how that works.
Yeah, good point. I'm not entirely sure either now that you mention it...
 
Zaraki_Kenpachi said:
Cards with tapping activated abilities and lands, can you ever tap them? Like if you go to tap with tumble magnet can they just tap and use the ability in response since the tumble magnet is on the bottom of the stack?

Edit: I mean you can tap them but can you ever tap without the effect activating? There is some bluecard that can tap a land, creature, or something else with metalcraft but can't you just tap the land in response to add mana to the pool? If it doesn't let you add the mana in response, what happens to the card you played? It goes to your hand? Now your opponent knows what card you have. Do you have to ask if they want to do anything after you tapped land but before you play a card?

You can always use the ability, there is generally no way to stop it by tapping it in response since the ability will be put onto the stack. I'm not sure what you are referring to about playing a card but tapping the land first, since you can always get the mana. If you announce a spell, you retain priority until you pay for it, and if you tap and float your stuff first then tapping anything wont stop you playing it.

Edit: Also with splinter twin, if the enchanted creatures has poison counters on it does the copy have counters on it? I assume you're just copying the card and nothing else right?

Correct, the creature is copied, but not anything on it like counters or enchantments.
 
An-Det said:
You can always use the ability, there is generally no way to stop it by tapping it in response since the ability will be put onto the stack. I'm not sure what you are referring to about playing a card but tapping the land first, since you can always get the mana. If you announce a spell, you retain priority until you pay for it, and if you tap and float your stuff first then tapping anything wont stop you playing it.



Correct, the creature is copied, but not anything on it like counters or enchantments.

Well you tap your land and then play a card, can they tap the land so you can't use it or is it like the ability and there is no way to stop it? So like I tap 6 to play wurmcoil engine, can they tap a land by an ability of their creature or would i always get the mana? If they tap my 6th land when I'm tapping my third land can I tap the sixth land in response to get mana from it?
 
Zaraki_Kenpachi said:
Well you tap your land and then play a card, can they tap the land so you can't use it or is it like the ability and there is no way to stop it? So like I tap 6 to play wurmcoil engine, can they tap a land by an ability of their creature or would i always get the mana? If they tap my 6th land when I'm tapping my third land can I tap the sixth land in response to get mana from it?

Mana abilities don't use the stack. Even if they did, he wouldn't be able to tap the land before you could use it. If he tries to tap your land, that ability would go on the stack. Now you can tap your land, which will go on top of the stack and resolve first. Then his ability would tap your land which is already tapped. But again, mana doesn't use the stack and priority doesn't pass so you can tap all your 6 lands for mana and cast Wurmcoil before he has a chance to respond.

Here's an example with Glint Hawk. Let's say you have a Sylvok Lifestaff in play to return to your hand.

Tap 1 plain -> Add 1 mana to pool [no stack]
Cast Glint Hawk and pass priority since you have no other plays -> [Glint Hawk on the stack now]
Opponent casts Shatter targeting your Lifestaff -> [Glint Hawk - Shatter]

Priority passes back to you, you have nothing to cast/respond, stack now resolves LIFO.

Shatter resolves, blasting your Lifestaff.
Glint Hawk resolves, entering battlefield.
Glint Hawk's ability enters the stack, since you now have no artifacts to return to your hand, Glint Hawk will be sacrificed.
 
suffah said:
Mana abilities don't use the stack. Even if they did, he wouldn't be able to tap the land before you could use it. If he tries to tap your land, that ability would go on the stack. Now you can tap your land, which will go on top of the stack and resolve first. Then his ability would tap your land which is already tapped. But again, mana doesn't use the stack and priority doesn't pass so you can tap all your 6 lands for mana and cast Wurmcoil before he has a chance to respond.

Here's an example with Glint Hawk. Let's say you have a Sylvok Lifestaff in play to return to your hand.

Tap 1 plain -> Add 1 mana to pool [no stack]
Cast Glint Hawk and pass priority since you have no other plays -> [Glint Hawk on the stack now]
Opponent casts Shatter targeting your Lifestaff -> [Glint Hawk - Shatter]

Priority passes back to you, you have nothing to cast/respond, stack now resolves LIFO.

Shatter resolves, blasting your Lifestaff.
Glint Hawk resolves, entering battlefield.
Glint Hawk's ability enters the stack, since you now have no artifacts to return to your hand, Glint Hawk will be sacrificed.

So what's the point of something that can tap a land then?
 
Zaraki_Kenpachi said:
So what's the point of something that can tap a land then?

Tapping lands is bad if you try to do it during their main phase, but it is fantastic if done during the upkeep, draw step, combat, or end step. Do it during upkeep or draw steps to stunt their 1st main phase options, during combat to do the same for 2nd main (since many wait to play stuff till then), and during end step to protect your own turn (tap their lands so they cant play counterspells/removal/etc on your turn).

Doing it in response to playing main phase cards though, not quite so good.
 
suffah said:
Yep, plus there are man-lands, etc, that are beneficial to tap. :)

What are man lands?
An-Det said:
Tapping lands is bad if you try to do it during their main phase, but it is fantastic if done during the upkeep, draw step, combat, or end step. Do it during upkeep or draw steps to stunt their 1st main phase options, during combat to do the same for 2nd main (since many wait to play stuff till then), and during end step to protect your own turn (tap their lands so they cant play counterspells/removal/etc on your turn).

Doing it in response to playing main phase cards though, not quite so good.

So they can't tap lands in their draw, upkeep, and end step? Can't they tap lands during combat? How else can you do pumps and stuff?
 
Zaraki_Kenpachi said:
What are man lands?

Man lands are stuff like Mishra's Factory or Mutavault, lands with activated abilities that can turn them into creatures.

So they can't tap lands in their draw, upkeep, and end step? Can't they tap lands during combat? How else can you do pumps and stuff?

You can tap the lands anytime, but tapping them during these phases prevents them from playing non-instant speed stuff later on. They can still use instant-speed cards, but now they may not be able to play that creature or planeswalker that they were planning to play (or sorcery-speed abilities like level up), so their plan is set back.
 
An-Det said:
Man lands are stuff like Mishra's Factory or Mutavault, lands with activated abilities that can turn them into creatures.



You can tap the lands anytime, but tapping them during these phases prevents them from playing non-instant speed stuff later on. They can still use instant-speed cards, but now they may not be able to play that creature or planeswalker that they were planning to play (or sorcery-speed abilities like level up), so their plan is set back.
Wait, so when you tap mana you have to use it immediately or it can't be used except for instants? I thought it just sat in your mana pool until end of turn or it was used?
 
Zaraki_Kenpachi said:
Wait, so when you tap mana you have to use it immediately or it can't be used except for instants? I thought it just sat in your mana pool until end of turn or it was used?

You dont have to use it immediately, but the mana pool empties at the end of each phase (not solely at the end of turn). So if I tap your island during your upkeep, and you float the U, you can then use it to brainstorm or something, but once you go to your next phase then that U is gone if you didnt use it. But if I tap your island during your main phase and you float the U, you can use it for anything you want since you can play anything during a main phase, but it will still empty if unused when you go to combat.
 
An-Det said:
You dont have to use it immediately, but the mana pool empties at the end of each phase (not solely at the end of turn). So if I tap your island during your upkeep, and you float the U, you can then use it to brainstorm or something, but once you go to your next phase then that U is gone if you didnt use it. But if I tap your island during your main phase and you float the U, you can use it for anything you want since you can play anything during a main phase, but it will still empty if unused when you go to combat.

OOOOOOOOOOOO, I always thought it meant turn endphase which is wrong. So if you gain mana from sword of feast and famine you have to use it before your second main phase?

Also, if you two creatures with sword of feast and famine attack do damage to defending player, do they do it simultaneously or do they uptap twice if you tap all of the land? Also, can you cast anything if you tap it and it would untap since it's during damage step or does it empty at end of damage step?
 
The_Technomancer said:
Re: new people. I've found that Green and Red are the two easiest colors to learn, Blue the hardest. Also, anecdotal but I've had better luck teaching people how the mana system works (and the game in general) with two color decks, not mono.
Blue is also the most obnoxious deck to play against. I despise all who play the color, not matter how hard it is to play!
 
Zaraki_Kenpachi said:
OOOOOOOOOOOO, I always thought it meant turn endphase which is wrong. So if you gain mana from sword of feast and famine you have to use it before your second main phase?

Right, use it or lose it.

Also, if you two creatures with sword of feast and famine attack do damage to defending player, do they do it simultaneously or do they uptap twice if you tap all of the land?

I'm not sure on this, but each sword would add their trigger to the stack and untap all land separately (as opposed to something like lifelink that doesnt use the stack now).

Also, can you cast anything if you tap it and it would untap since it's during damage step or does it empty at end of damage step?

Sure, you can cast anything instant-speed with any mana you make, but anything left unused will empty at the end of the phase.
 
An-Det said:
Right, use it or lose it.



I'm not sure on this, but each sword would add their trigger to the stack and untap all land separately (as opposed to something like lifelink that doesnt use the stack now).



Sure, you can cast anything instant-speed with any mana you make, but anything left unused will empty at the end of the phase.

Interesting... I've been screwed a lot at FNM by the swords then.
 
CassSept said:
Blue is also the most obnoxious deck to play against. I despise all who play the color, not matter how hard it is to play!

Blue control is definitely annoying to play against. I dislike straight red burn too, feels cheap in many ways. I have a friend who loves to just throw together decks that run nothing but burn spells (not even red deck wins, just burn and nothing but) and it's obnoxious as hell to play against. You can easily build a deck to crush it but having to play a specific deck to deal with him just burning everything away is no fun.

Zaraki_Kenpachi said:
OOOOOOOOOOOO, I always thought it meant turn endphase which is wrong. So if you gain mana from sword of feast and famine you have to use it before your second main phase?

Also, if you two creatures with sword of feast and famine attack do damage to defending player, do they do it simultaneously or do they uptap twice if you tap all of the land? Also, can you cast anything if you tap it and it would untap since it's during damage step or does it empty at end of damage step?

I am pretty sure because combat damage all happens at the same time, you would only untap once (so you wouldn't be able to untap, cast spells, and then untap again).
 
siddx said:
Blue control is definitely annoying to play against. I dislike straight red burn too, feels cheap in many ways. I have a friend who loves to just throw together decks that run nothing but burn spells (not even red deck wins, just burn and nothing but) and it's obnoxious as hell to play against. You can easily build a deck to crush it but having to play a specific deck to deal with him just burning everything away is no fun.



I am pretty sure because combat damage all happens at the same time, you would only untap once (so you wouldn't be able to untap, cast spells, and then untap again).

Correct

510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action
doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time
combat damage is assigned and the time it’s dealt. This is a change from previous rules
Argh, pisses me off I've been screwed all these weeks.
 
Another mana question, does it empty as steps end as well as phases? So if you tap for mana during blocker step, can you then use that mana during the damage phase?
 
Zaraki_Kenpachi said:
Correct


Argh, pisses me off I've been screwed all these weeks.

Also, ask the judge for any clarifications if you suspect something may be fishy.

Regarding double Sword of Feast and Famine, just because damage is assigned at the same time, does not mean that all lands only untap once.

Each Sword will trigger once. The attacker gets to decide the order they go on the stack (doesn't make a difference in this case). After the first trigger resolves and untaps, the attacker can tap them for mana before the second trigger resolves. But this mana must be used before moving out of the combat phase.


Zaraki_Kenpachi said:
Another mana question, does it empty as steps end as well as phases? So if you tap for mana during blocker step, can you then use that mana during the damage phase?

Mana only empties per phase.
 
An-Det said:
You dont have to use it immediately, but the mana pool empties at the end of each phase (not solely at the end of turn). So if I tap your island during your upkeep, and you float the U, you can then use it to brainstorm or something, but once you go to your next phase then that U is gone if you didnt use it. But if I tap your island during your main phase and you float the U, you can use it for anything you want since you can play anything during a main phase, but it will still empty if unused when you go to combat.
I miss mana burn. :(
 
I have a bit of a leyline conundrum I need help for. ^_^

A few nights ago, I had a Leyline of Vitality in hand at the beginning and she had Leyline of Punishment in her opening hand. We both played them. Now the Vitality allows a person to gain 1 life per green creature spell cast, while Punishment doesn't allow life to be gained. We both decided that since the Vitality is a may ability that the life gain wasn't allowed. But we both wanted to make certain that there wasn't some rule that allows the Leyline ability to trigger even though the Punishment ability says otherwise.

Anyone come up with this before? What's the correct call?
 
XiaNaphryz said:
I miss mana burn. :(

I don't. Although it was a fun rule to exploit sometimes (killing an opponent by forcing mana burn was hard but amusing) the game has gotten smoother by eliminating it. It's allowed for some interesting play possibilities that you couldn't do before without damaging or killing yourself.
 
OneEightZero said:
I have a bit of a leyline conundrum I need help for. ^_^

A few nights ago, I had a Leyline of Vitality in hand at the beginning and she had Leyline of Punishment in her opening hand. We both played them. Now the Vitality allows a person to gain 1 life per green creature spell cast, while Punishment doesn't allow life to be gained. We both decided that since the Vitality is a may ability that the life gain wasn't allowed. But we both wanted to make certain that there wasn't some rule that allows the Leyline ability to trigger even though the Punishment ability says otherwise.

Anyone come up with this before? What's the correct call?
The "may" part is irrelevant, but otherwise you guys are correct: no life would be gained. Luckily for you, green has a way easier time dealing with enchantments then red.
 
I think, that while the game has taken some missteps along the way (ninjitsu and fading, for instance) for the most part it's only gotten better. I don't miss mana burn either.
 
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