Rezzahan#77802
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1 vote
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1 vote
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Rezzahan#77802
commented
You round up the life that is lost, not what remains.
The card's gatherer ruling even contains an example that illustrates this:
"Grievous Wound's last ability triggers and resolves after the damage is dealt. For example, if the enchanted player has 10 life and is dealt 1 damage, that damage will reduce their life total to 9. Then Grievous Wound's ability will cause that player to lose 5 life, leaving their life total at 4." -
1 vote
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Rezzahan#77802
commented
Not a bug. 60-250 card deck size is permisssable on Arena, and only Arena has an upper deck size limit, paper Magic does't have one at all. You do not have a say in what deck your opponent brings to the match. Your task as a player is simply to deal with what it brings to bear against you. You want to face 60 card decks? Build a deck powerful enough to play in the big leagues, and not be paired against those weaker big size decks.
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1 vote
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Rezzahan#77802
commented
There is no such thing as too many cards in the deck. Magic has a MINIMUM deck size of 60 cards, Arena also implements a MAXIMUM deck size of 250 cards. So any deck size between 60 and 250 is fine. Also, the best decks usually run 60 cards, and can stomp bigger decks into the ground. The matchmaker tries to match decks according to their power level (one can argue about how well it does so, though). So being paired against a big deck (or Tower of Power) is usually a sign of your deck not being good enough to compete in the big leagues, since bigger decks usually are less consistent and overall weaker.
And honestly, a big deck can only contain more options, but deck size does not equal more cards in the game. Only cards the player actually gets during the game matter. So it only influences WHAT they can get, not how much.
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1 vote
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Rezzahan#77802
commented
Auras have to get attached to something. The game asked you to choose a legal enchantee, in this case a player. Did you try clicking on your avatar or your opponent's avatar to select that enchantee? Because that is what the game was waiting for you to do. It says so right in the middle of the sceen.
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1 vote
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Rezzahan#77802
commented
The activated ability of Jazal only affects creatures that are attacking when the ability resolves. So you have to activate it during combat some time after attackers have been declared, at the latest in the end of combat step. Because only from the declare atackers step to the end of combat step do attacking creatures exist to be affected.
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1 vote
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Rezzahan#77802
commented
It has an Alchemy symbol. Which means, it was created in-game (meaning during the match) with an Alchemy card, probably Oracle of the Alpha, which creates and shuffles the Power 9 into your deck with its ETB trigger.
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1 vote
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Rezzahan#77802
commented
It is a mythic from Kaladesh, and a rare in Final Fantasy's Through the Ages. And for any card the wildcard needed to craft it is equivalent to its lowest rarity printing on Arena, even when crafting a higher rarity version of it. This has been the case since Aetherdrift, so for a year now, and was announced at the time.
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1 vote
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Rezzahan#77802
commented
You have to activate the LED before Mana Leak resolves, as a response to it. While mana abilities can be activated during the resolution of Mana Leak, LED specifically prevents that by being restricted to instant timing. Which means, you have to have priority to activate it, and no player has priority while a spell is resolving.
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1 vote
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Rezzahan#77802
commented
Not a rules change. I don't know, which cards that patch note is refering to, but both the CR rules themselves, and the reminder text for all improvise cards (including new prints, like Inspiring Statuary) spell out, that mana abilities are activated before costs, including improvise, are paid.
601.2g If the total cost includes a mana payment, the player then has a chance to activate mana
abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.Improvise reminder text:
(Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for 1.)An error occurred while saving the comment
Rezzahan#77802
commented
The game does not allow it, because the rules do not allow it. You tap artifacts for improvide when you pay the cost, but you have to activate mana abilities to produce mana before you start paying costs. You canot activate mana abilities during the process of paying costs.
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1 vote
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Rezzahan#77802
commented
Yes, and? Lands are permanents. If you do not want to sacrifice that many permannts, don't deal that much damage to the Obliterator. Destroy, exile, or otherwise neutralize it instead. But dealing damage to it is a bad decision.
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1 vote
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Rezzahan#77802
commented
Persist, like all dies triggers, is a leaves-the-battlefield trigger. And those trigger based on the game state PRIOR to the death of the creature. The persist trigger will track the card, whatever it may be, into the graveyard, and pull it out again. The Image does not have persist in the graveyard, but that's irrelevant. What matters is, that the card had persist on the battlefield.
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0 votes
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Rezzahan#77802
commented
The first ability is not a triggered ability, so no matter how many Echoes you have, that ability cannot be copied by them. It is a static ability. A triggered ability HAS TO use the words "when", "whenever", or "at" when describing its trigger condition. "If" does not indicate a triggered ability.
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2 votes
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Rezzahan#77802
commented
Are you playing Brawl, Historic, or Timeless? If so, your deck uses then rebalanced version of Nadu, which only triggers twice per turn. It does not give the ability to other creatures anymore.
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1 vote
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Rezzahan#77802
commented
Mana cost is a copiable value, and the tokens in Momir are created as copies of the creatures. That includes mana cost.
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1 vote
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Rezzahan#77802
commented
Then your understanding of the rules needs updating. A spell with targets will fizzle if all targets have become illegal when it would resolve. Your spell had one target, that target became illegal, so the spell fizzled, and NONE of its effects happened. The other modes being untargeted doesn't matter. It is one spell, it cannot fizzle partially. This is how the game works. nothing wrong here.
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1 vote
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Rezzahan#77802
commented
The support ability requires targets. And since the wording is "if" and not "when", it is not a seperate trigger after paying the cost, but a continuation of the trigger's effect. And since that trigger includes the support action, targets have to be chosen when it is put on the stack, regardless of intent or ability to pay the cost.
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1 vote
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Rezzahan#77802
commented
Momo made your Mockingbird cost one less mana. And since the effect looks at actual mana spent, and not mana value of the spell, one mana it is. So you can only copy a creature with mana value 1.
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1 vote
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Rezzahan#77802
commented
Ojer Axonil only affects noncombat damage to opponents, not their creatures, nor their planeswalkers, nor battles they defend.
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1 vote
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Rezzahan#77802
commented
Herald of Eternal Dawn
5 Mountains entered the battlefield (those 6 lands under your opponent's control are Mountains due to the Dryad), and when the trigger is checked for each one, 5 other Mountains are controlled. Valakut triggers for each Mountain that enters. And there were 4 Valakuts among those lands. So 5 Mountains entered, and 4 Valakuts triggered for all of them, totaling 20 triggers.
This is not a bug. Just a lot of triggers happening due to their trigger conditions being met by a lot of lands entering.