Barrensteppe Siege (Mardu selection choice not working)
Barrensteppe Siege has two(2) components Abzan and Mardu.
During gameplay, if you cast this enchantment card, then as it enters choose Abzan or Mardu.
Your selection becomes that as the enchantment enters the battlefield.
Mardu states:
"Mardu--At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice."
Can someone take a look at this card interaction.
I had this enchantment in play and selected Mardu. It doesn't seem to be triggering.
In addition, I like to be able to order triggered abilities of which first goes in the stack for items all indicating "At the beginning of " my end step. So, if the system sees multiple triggered items, then allow me a chance to order it.
In the case of tokens created from "mobilize" - which dies also "at the beginning" of the next end step.
Recap concerning stack-zone:
a game zone where spells and abilities wait to resolve, using a "last-in, first-out" (LIFO) system.
I would want the enchantment ability to go first in the stack, then the mobilize-tokens ability next.
So as the items are resolved, the enchantment sees the dead tokens.
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Rezzahan#77802
commented
Order on the stack is irrelevante here. And this is not a bug. Mobilize tokens are sacrificed in the end step. But the Siege's trigger has an intervening-if clause, and that clause has to be true at the time the ability would trigger. If it is not, then no trigger. Think of it as an extension of the trigger condition, the whole has to be true to get the trigger. Any creature dying IN the end step simply dies too late. To get the Siege's trigger, a creature has to die BEFORE the end step begins.
603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When
the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers
only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it
resolves. If the condition isn’t true at that time, the ability is removed from the stack and does
nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening
‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a
card; this rule only applies to an “if” that immediately follows a trigger condition.)