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Magic The Gathering Rules Clarification
Commander
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Post Re: Magic Question
As to Protean Hulk Rules:

http://crystalkeep.com/cgi-bin/magicsea ... otean+Hulk
Quote:
You do not have to find a card if you don't want to, even if you have one in your library. See Rule 701.14. [D'Angelo 2006/05/13]
It means that the sum of the mana costs of all the creature cards must be 6 or less. "total" is another word for "sum". [D'Angelo 2006/05/23]

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Wed Jan 20, 2010 8:36 pm
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Magic The Gathering Rules Clarification
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Post Re: Magic Question
Jon Clark wrote:
It's not power/toughness. Planeswalkers cannot attack or block; they aren't creatures, and can only be the target of spells and abilities that can affect an opponent or player. The number in the corner is the number of counters they come into play with. Each turn, when you are able to play a sorcery, you can play a single ability on the card and the number of tokens changes depending on what it says in the arrow next to the ability. When a planeswalker takes damage you remove that number of tokens. If it has no counters it gets buried.


During an opponent's attack phase they can also decide to assign attackers to a Planeswalker instead, or in addition to, an opposing player. That player then decides whether or not to assign blockers to block the creatures attacking the Planeswalker.

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Wed Jan 20, 2010 8:38 pm
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Magic The Gathering Rules Clarification
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Post Re: Magic Question
Thanks guys.


Sun Jan 31, 2010 7:53 pm
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Magic The Gathering Rules Clarification
Commander
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Post Re: Magic The Gathering Rules Clarification
Cleared up one question:

Equipment and enchantments on creatures which an opponent takes control of:

http://community.wizards.com/go/thread/ ... ly_more%29
Quote:
...As for change of control effects : when someone gains control of a creature with an equipment attached to it, the former controller of the equipment retains control of it. The equipment remains attached and keeps affecting the creature, but it is the equipment controller's who can activate the equip ability and other activated abilities and that would, for example, get any benefits from a triggered ability of the equipment that uses the word "you". Note that the same was always true of auras ("enchant creature" cards) before equipment existed.



Cleared up another:

As [this] comes into play abilities are replacement effects, and do not enter the stack. When [this] comes into play abilites are triggered effects and DO enter the stack. So it works to lightning bolt a 3/3 that gets a +1/+1 counter WHEN it comes into play; but it doesn't work to lightning bolt a 3/3 that gets a +1/+1 counter AS it comes into play.

Well. It still takes 3 damage, but in the second example it would still be alive.

http://community.wizards.com/go/thread/ ... #398464237

Hopefully this will clear up a few more Magic Night rage fests.

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Tue Mar 09, 2010 9:25 pm
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Magic The Gathering Rules Clarification
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Post Re: Magic The Gathering Rules Clarification
DMUSER wrote:
Cleared up another:

As [this] comes into play abilities are replacement effects, and do not enter the stack. When [this] comes into play abilites are triggered effects and DO enter the stack. So it works to lightning bolt a 3/3 that gets a +1/+1 counter WHEN it comes into play; but it doesn't work to lightning bolt a 3/3 that gets a +1/+1 counter AS it comes into play.

Well. It still takes 3 damage, but in the second example it would still be alive.

http://community.wizards.com/go/thread/ ... #398464237

That's really interesting. So my Feral Throwback is safe from Lightning Bolt, but not Makindi Shieldmate.


Mon Mar 15, 2010 6:57 pm
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Magic The Gathering Rules Clarification
Commander
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Post Re: Magic The Gathering Rules Clarification
Ok, more clarification. We've been playing Emperor completely wrong. At least according to MtG official rules.

http://www.wizards.com/Magic/TCG/Articl ... es/emperor

Those are the rules in a nutshell. You don't need to have 3 players per side. There are 10-player Emperor variants, with an emperor on each team, plus 4 guards each side.

Creatures can "march" one territory per turn to an adjacent friendly territory in order to help with attacking and defending. Once they march they go through summoning sickness again, and then only untap and recover from summoning sickness once the CONTROLLER's turn begins. No matter what territory your creatures are in, you still control them, and decide if they block or attack.

Walls cannot march. If you take control of an opponent's creature from play, it does not immediately go to your side, it instead does an immediate forced march one territory towards you, and then you must march it where you want on each successive turn after that.

Spells AND effects have a 2-player AoE. So if I attack with a vampire that states that "each opponent loses 1 life when this attacks" and I'm on the end with 3 person teams, then each the guard on my side, and the emperor would take one damage.

Each player has 20 life. When a player dies, all his creatures, enchantments, lands, and effects in play leave play immediately. All other players creatures that are currently in that players territory also die, and go to their controller's graveyards. They can't be regenerated.

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Sat Mar 27, 2010 3:40 pm
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Magic The Gathering Rules Clarification
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Post Re: Magic The Gathering Rules Clarification
More:

If you cast Feast of Blood (Only cast if you control two or more vampires. Destroy Target Creature. You gain 4 life.) and it has no legal targets (ie the creature is returned to it's controllers hand before the spell can resolve) then the spell is countered, and you gain on life from it. This is true of all spells. You cannot partially counter a spell.

Quote:
However, you're correct that a spell is countered if all its targets are illegal when it tries to resolve.

From THIS thread

And if you remove a creature from the game, ie with Oblivion Ring, and then it is returned to play it WILL have summoning sickness. Also, if you return an Aura to play that was exiled you CAN choose a new target for the aura, or other enchantment. But if no legal target for the Aura or Enchantment exists, then the card is not returned to play until the end of the game.

Quote:
You didn't had the control of that creature when your most recent turn started (it wasn't even a creature then, just an exiled creature card), so it is sick.

If it was an Aura, you can attach it to an object it can enchant. This is not targeting that object.
(If there's no valid object to be enchanted, it remains exiled, and will not return until the end of the game).


From THIS thread

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Sat Mar 27, 2010 3:50 pm
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Magic The Gathering Rules Clarification
leetness supreme
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Post Re: Magic The Gathering Rules Clarification
these rules sound fun

DMUSER wrote:
Ok, more clarification. We've been playing Emperor completely wrong. At least according to MtG official rules.

http://www.wizards.com/Magic/TCG/Articl ... es/emperor

Those are the rules in a nutshell. You don't need to have 3 players per side. There are 10-player Emperor variants, with an emperor on each team, plus 4 guards each side.

Creatures can "march" one territory per turn to an adjacent friendly territory in order to help with attacking and defending. Once they march they go through summoning sickness again, and then only untap and recover from summoning sickness once the CONTROLLER's turn begins. No matter what territory your creatures are in, you still control them, and decide if they block or attack.

Walls cannot march. If you take control of an opponent's creature from play, it does not immediately go to your side, it instead does an immediate forced march one territory towards you, and then you must march it where you want on each successive turn after that.

Spells AND effects have a 2-player AoE. So if I attack with a vampire that states that "each opponent loses 1 life when this attacks" and I'm on the end with 3 person teams, then each the guard on my side, and the emperor would take one damage.

Each player has 20 life. When a player dies, all his creatures, enchantments, lands, and effects in play leave play immediately. All other players creatures that are currently in that players territory also die, and go to their controller's graveyards. They can't be regenerated.


Sun Mar 28, 2010 8:20 pm
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Magic The Gathering Rules Clarification
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Post Re: Magic The Gathering Rules Clarification
I think it would make the game WAY WAY more fun for the King, and a lot more strategic. Because then if you have a guard that's completely mana fucked, and the king has creatures, and the other guard is doing ok, then they can both march creatures to the other player's territory to shore them up.

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Wed Mar 31, 2010 4:07 pm
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Magic The Gathering Rules Clarification
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Post Re: Magic The Gathering Rules Clarification
It should make drunken Magic pretty interesting, to say the least.


Wed Mar 31, 2010 4:13 pm
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