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Vintage Community Discussion / Rules Q&A / Re: Damage from an unsummoned lifelink creature
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on: October 19, 2007, 02:10:47 am
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If the lifelink creature is in play when damage resolves, then Unsummoned with the lifelink trigger on the stack, you will still gain life. Both the lifelink creature and the creature being dealt damage must be in play when damage resolves, but not necessarily when the triggered ability resolves.
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6
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Vintage Community Discussion / Card Creation Forum / Re: Finalize
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on: September 07, 2007, 11:28:28 pm
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The second relevant part of rule 408.1c is If all players pass in succession (that is, if all players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. Note it doesn't say that whenever a spell resolves, someone receives priority. What happens is, every player passes priority, allowing Finalize to resolve. While Finalize is resolving, the targeted spell resolves. Then, Finalize finishes resolving and the active player receives priority. We don't (and shouldn't) take MODO into account when designing cards. It's the job of the Magic Online programmers to implement the cards, and they seem to be better at it than you give them credit for.
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7
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Vintage Community Discussion / Card Creation Forum / Re: Finalize
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on: September 07, 2007, 12:41:35 am
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I see no problem with "Target spell resolves." under the current rules. Objects can be removed from the stack in any order, Counterspell and Remand already remove spells from the stack out of order. Having a spell resolve out of order is not a problem.
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9
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Vintage Community Discussion / Card Creation Forum / Re: Vicious Tutor
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on: September 03, 2007, 11:03:46 pm
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Revealing the card is the only natural way to make this card work. It also partially alleviates the "better than Grim Tutor" problem. Basically, if you really want to keep the card hidden, you should play Grim Tutor instead of this card.
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10
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Vintage Community Discussion / Card Creation Forum / Re: Griffen Mount
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on: September 03, 2007, 09:43:53 pm
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It should probably be Griffin Mount  Creature -- Griffin 2/2 Flying  : ~This~ becomes an equipment artifact with "Equipped creature gets +0/+1 and gains flying and first strike." Attach ~this~ to target creature. Unless you want it to remain a creature while equipped so it can still be Shocked, etc.
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13
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Vintage Community Discussion / Card Creation Forum / Re: Repeat
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on: August 09, 2007, 10:25:31 am
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You could copy the trigger, and you would control the trigger... but the real question is can you be instructed to "sacrifice" something you don't control?
Using Exsisting Cards: Let's say I cast Rogue Elephant and after he resolves, but before the trigger resolves - you tap Preacher/Seasinger/Old Man of the sea (with rancor?) and gain control of Rogue Elephant at instant speed. The trigger is still on the stack, and further more, that trigger doesn't stipulate "if you control Rogue Elephant ..." However again, the question is can you choose not to sacrifice the forest in order to sac your opponent's newly aquired elephant?
You can't sacrifice cards you don't control.
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14
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Vintage Community Discussion / Rules Q&A / Re: Word of Command & Storm.
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on: July 26, 2007, 10:01:32 pm
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Mana from Dark Rituals and Cabal Rituals that have already been cast is in their mana pool. They must use it.
You don't make any choices for Storm triggers, since they are not part of playing the spell, but a separate triggered ability.
The targeted player is still the one playing the spell, and they own and control that spell as it resolves, so they get their own Empty tokens.
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15
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Vintage Community Discussion / Rules Q&A / Re: "Manlands" and summoning sickness
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on: July 26, 2007, 04:44:10 pm
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Wait now I'm confused. Doesn't that mean that if you take a creature with Control Magic or the like that it will 'regain' summoning sickness? (and wow, this is actually relevant as my friend uses those with URBana)
That's what happens. If you Control Magic someone's creature, it has summoning sickness until it starts the turn under your control.
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Vintage Community Discussion / Card Creation Forum / Re: Neo-Cube
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on: July 14, 2007, 02:24:28 am
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One of the few things set in stone about Magic are the 5 colors with well-defined histories and antagonisms, and the 5 basic land types accordingly. Is there any good reason to break this?
"Because it would be awesome" isn't a good enough reason? I just want an excuse to imagine an artifact card with a purple border. I think the card would be justified if it was in a "color matters" set. It's a great way to do a sixth color without all the difficulties normally associated with making a sixth color. It only has to appear on one card, it doesn't need to fit into the color wheel, it doesn't need a section of the color pie, and it doesn't need a basic land; it's just there.
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Vintage Community Discussion / Rules Q&A / Re: State-based effect timing question
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on: July 04, 2007, 03:52:00 pm
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420.3. Whenever a player would get priority (see rule 408, “Timing of Spells and Abilities”), the game checks for any of the listed conditions for state-based effects. All applicable effects resolve as a single event, then the check is repeated. Once no more state-based effects have been generated, triggered abilities go on the stack, and then the appropriate player gets priority. This check is also made during the cleanup step (see rule 314); if any of the listed conditions apply, the active player receives priority.
State-based effects are applied before triggered abilities are put on the stack. This means that anything that leaves play due to a SBE is no no longer a legal target for triggered abilities.
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Vintage Community Discussion / Card Creation Forum / Re: Neo-Cube
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on: July 02, 2007, 04:44:21 pm
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I was thinking about this too but it doesn't allow him to do what I think he wants which is to have a sixth colour for 'colour count' cards i.e. collective restraint.
Neo-Cube  Artifact Neo-Cube is purple. Edit: Alternately, "Artifacts are purple." or "Artifacts and artifact cards not in play are purple.".
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Vintage Community Discussion / Card Creation Forum / Re: Nether Scourge
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on: July 02, 2007, 01:28:21 pm
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I'm thinking about a re-look at a "Nether" creature.  Nether Scourge Creature - Spirit You may play Nether Scourge from your graveyard, but not from anywhere else. When ~this~ comes into play, sacrifice it unless you pay 3 life. Whenever ~this~ is put into your graveyard from play, if ~this~ is the only creature card in your graveyard, you may return ~this~ to play. 2/2 Thoughts? Perhaps "Whenever ~this~ is put into your graveyard from play, if ~this~ is the only creature card in your graveyard, you may pay 3 life. If you do, you may return ~this~ to play. " Otherwise you get infinite loops that combo with Nantuko Husk.
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Vintage Community Discussion / Casual Forum / Re: Type 0?
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on: June 27, 2007, 09:48:35 pm
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Even if the force player had 3 force in hand he'd have to give up 3 blue cards in his hand, leaving him with 1 card in hand which means he can't win on his next turn because he'll have a combo of 2 cards : 2 lotus, 2 force, 2 desire, 1/1 force/desire/lotus. He needs 3 cards to "go off", even then he could fizzle. Meanwhile you are left with 4 cards in hand and in a much better topdeck mode than he is. I still think channel-torch wins. FOW is card disadvantage for a deck trying to go off turn 1.
First, a Force deck can beat most Channel-Torch hands with only 2 Forces. Second, a Force deck could easily win off two cards if they draw Lotus and Recall. Third, you won't have 4 cards left in hand. You have to use a Lotus to play Channel. Fourth, your topdecking will be worse than the Force player's, because you need to topdeck more Lotuses and Channels, while having worthless extra Torches in your deck. The Force player can topdeck any blue cards to keep up. A player with Ancestral Recalls is in an even better position, as they are likely to outdraw you 3 to 1. Fifth, trading a Force and a blue card for a Lotus and a Channel is not card disadvantage.
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Vintage Community Discussion / Casual Forum / Re: Type 0?
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on: June 26, 2007, 02:42:56 pm
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Yeah, but you start with 7 cards in hand. If they force one of them you play another one. They can counter 3 spells if they have a hand of 3 force + 3 other blue spells. Meanwhile you have 7 cards in your hand. And since you want more channel/lotus in your hand and only really need one torch then you would play 23 lotus/channel and 14 torch.
3 Force > 2 Channel Channel-Torch cannot beat a 3 Force hand if the Force player knows to counter the Channels. Even if the Force player tries countering your Lotuses, you can only win with a perfect hand of 5 Black Lotus, 1 Channel, 1 Torch. Even if the Force player only has 2 Forces, you can only beat the strategy "Force the first Lotus, then Force the first Channel." with a perfect hand of 4 Lotus, 2 Channel, 1 Torch, and even that hand is vulnerable to Force on both Channels. Channel-Torch has ridiculously long odds against a Force of Will deck. I think Lotus-Recall might be better than Lotus-Desire. A good Force player will likely try to counter your second Black Lotus. Maybe a combination of Recall and Desire is better.
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Vintage Community Discussion / Casual Forum / Re: Type 0?
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on: June 25, 2007, 02:53:05 pm
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Channel-Torch loses to Force of Will and Surging Flame. Surging Flame probably also loses to Force. See some of the work we did on this format: Magic without the 4-of rule. What's the best ratio of Surging Flames for beating Force decks? You'd want to include some mountains probably so you don't run out of Spirit Guides. Lotus-Ancestral-Force seems like the best deck here.
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Vintage Community Discussion / Rules Q&A / Re: Can you stifle stasis?
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on: June 10, 2007, 11:54:58 am
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"Players skip their untap steps." is neither an activated ability nor a triggered ability. It doesn't contain a colon or the magical words "at", "when", or "whenever". "At the beginning of your upkeep, sacrifice Stasis unless you pay  ." is a triggered ability. It starts with the word "at". However, Stifling that trigger is on the same level of play as Spell Snaring a Daze.
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