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  1. 2 votes

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    Rezzahan#77802 commented  · 

    Eluge, the Shoreless Sea?

  2. 1 vote

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    Rezzahan#77802 commented  · 

    Ehm, no.

    "Return this card transformed under its OWNER's control."

  3. 1 vote

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    Rezzahan#77802 commented  · 

    You have to click on your graveyard and choose the cards from there to forage. The highlighted cards are highlighted, because you are allowed to cast them this turn, they are not highlighted as potential exiles for forage. Or rather they will be highlighted in your graveyard for forage, but the cards shown alongside your hand are there becasue you could cast them this turn.

  4. 1 vote

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    Rezzahan#77802 commented  · 

    Did you both gain AND lose life that turn, and do so BEFORE the end step began?

  5. 1 vote

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    Rezzahan#77802 commented  · 

    Notice your totally empty library. When you try to draw a card from an empty library you lose. That has been the case from the very beginning of the game. You started your turn, you tried to draw, failed, and lost.

    104.3c If a player is required to draw more cards than are left in their library, they draw the
    remaining cards and then lose the game the next time a player would receive priority. (This is a
    state-based action. See rule 704.)

  6. 0 votes

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    Rezzahan#77802 commented  · 

    Pretty sure you mean Planar Disruption.

    And no, this is not a bug. The Forge simply has no activated abilities to shut down. It only has a TRIGGERED ability, and those can only be triggered. Activated abilities (which ALWAYS have the form [cost]:[effect] either in the ability's text itself, or in the rules for it) are the only ones that can be activated. A player has to deliberately choose to do so, and pay the associated cost. Triggered abilities, otoh, go off regardless of a player wanting them to or not.

  7. 1 vote

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    Rezzahan#77802 commented  · 

    Did your opponent's creatures attack you, or rather a planeswalker under your control, or a Battle you defended? Because Ghostly Prison only taxes attacks against you, your planeswalkers and defended Battles are not taxed.

    Also,giving haste and the +1/+1 counters are what Alana and Halena's beginning of combat trigger does.

  8. 1 vote

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    Rezzahan#77802 commented  · 

    The "may" is in regards to casting the spell or not. The cost has to be the alternative one, you do not get to cast it for its normal cost. So if you want to cast that card, you pay the stated cost, or you do not cast the spell. Those are your only options.

  9. 1 vote

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    Rezzahan#77802 commented  · 

    When a creature or planeswalker spell is cast in the normal way (with sorcery timing), and the spell resolves, the caster (who is the active player) receives priority first. And if there is nothing triggering of of the event of that creature/planeswalker entering, then they can use stuff with sorcery timing before you get priority to do anything about it. This is not a bug, this is how the rules work.

    Also, no step of phase ends without all players passing priority in succession when the stack is empty. But that also means, that the active player cannot wait for the opponent to act, and if he does nothing, do something. When you are the active player and the stack is empty, you do your thing or risk not being able to during that step/phase. Because if you pass and the opponent does nothing (thus also passing), and there is nothing on the stack, the game moves on to the next step/phase. Just as the rules say it should.

  10. 1 vote

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    Rezzahan#77802 commented  · 

    The offspring is working. The issue is, that the Bunnicorn has a characteristic-defining ability (CDA) for a characteristic that is excempt from the copy effect and replaced with some specific value. Thus the CDA is not copied.

    707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more
    original values for a certain characteristic, or provides a specific set of values for a certain
    characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that
    defines that characteristic is not copied.[...]

  11. 1 vote

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    Rezzahan#77802 commented  · 

    The target remained legal, hence why the spell resolved as a mutate. They can take control of any non-human creature you control that way, yes. Taking control of the spell did not change how the spell works, it mutated onto the targeted creature just like it was supposed to. They could only target your creatures, because they did not own the spell they took control over, you did. Nor did they control a creature you owned.

    Control over the permanent changed at the moment the mutate spell resolved and merged with the permanent. The mutate triggers were checked after that, at which point they controlled the source and thus the triggers. They are also not obliged to change the target of the spell, they can keep the original target.

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    Rezzahan#77802 commented  · 

    I don't quite understand what you are saying there. The mutate spell resolving as a creature spell and entering as a creature when the target becomes illegal, was made that way to negate the inherrent 2-for-1 it otherwise would create in the set centered in large part around mutate. You'd still get something when the target is removed. Note, that the change to a mere creature spell happens as the spell tries resolves, not beforehand.

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    Rezzahan#77802 commented  · 

    I stated my take on that below. The reason is the control change effect carrying over to the permanent, because the mutate spell IS a permanent spell. When it merges with the permanent, the control change effect affects the entire permanent. If they changed the target, then they would gain control of the new target. When casting a spell an opponent owns yourself, there is no control change effect. They are the default controller, because they put the spell on the stack. With no control change effect, the merged permanent only has its default controller, which does not change when the mutate spell resolves.

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    Rezzahan#77802 commented  · 

    Storm is a trigger, that goes off as soon as the spell is cast. There is no window to take control of the spell in time to also get control of the trigger. The trigger is controlled by the player who controlled the spell at the time storm triggered. Which is the original caster, since the trigger happens DURING the casting process.

    A bestowed enchantment becomes attached to the permanent, it does not become part of it, unlike mutate. Controlling an aura does not give control of the permanent it is attached to (unless that is the effect of the aura).

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    Rezzahan#77802 commented  · 

    Taking control of a spell creates a change of control effect, which carries over to the permanent the spell becomes (if it is a permanent spell). Casting a spell that you do not own just makes the player the default controller, no control change effect is created, and thus no control change effect can carry over to the permanent.

    Still waiting on any responses in the rules forum.

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    Rezzahan#77802 commented  · 

    With heist, there is no control change effect, so everything stays with the default controller. Since the mutate spell doesn't enter the battlefield but merges with the target, the default controller is still the player who controls the creature that's mutated onto.

    With a control change effect, though, that carries over to the permanent.

    Still waiting on answers in the rules forum, though. The above is my take on the situation.

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    Rezzahan#77802 commented  · 

    My bad, the rule (702.140a) says OWNER, not CONTROLLER. And ownership doesn't change. Thus the targeted creature is still a legal target, so when the mutate spell resolves, the CONTROLLER of the spell chooses where in the mutate stack it goes (top or bottom), they become the CONTROLLER of the entire mutate stack. With that, they control all the triggers as well. I think, the below rule is the relevant one, becasue a mutate spell is still a permanent spell.

    110.2b If an effect causes a player to gain control of another player’s permanent spell, the first
    player controls the permanent that spell becomes, but the permanent’s controller by default is
    the player who put that spell onto the stack. (This distinction is relevant in multiplayer games;
    see rule 800.4c.)

    I made a thread in a rule forum I frequent, to gain more insight and possible correction. Will post any results, if the people answering don't do so themselves here.

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    Rezzahan#77802 commented  · 

    EDIT:My bad, the below is wrong, due to me not realizing, that the cited rule (702.140a) talks about owner not controller (leaving this here for reference, though).

    -------------

    Your mutate spell targeted a non-human creature under your control, as it cannot target a creature under another player's control. This is important, because when your opponent gained control of your mutate spell, the target became illegal. And when a mutate spell with an illegal target resolves, it resolves as a creature spell, the creature entering under the spell's controller's control. (See the rules below.)

    702.140a Mutate appears on some creature cards. It represents a static ability that functions while
    the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than
    pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-
    Human creature with the same owner as this spell.” Casting a spell using its mutate ability
    follows the rules for paying alternative costs (see 601.2b and 601.2f–h).

    702.140b As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a
    mutating creature spell and continues resolving as a creature spell and will be put onto the
    battlefield under the control of the spell’s controller.

  12. 1 vote

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    Rezzahan#77802 commented  · 

    Making a copy of an already transformed incubator token will create a token with the characteristics of the backside, meaning a 0/0 creature.

  13. 1 vote

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    Rezzahan#77802 commented  · 

    Level 58 gives TWO orbs, just like several other levels before.

  14. 3 votes

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    Rezzahan#77802 commented  · 

    It would also be nice to at least get a missing rare from a mythic pack if you already have all the mythics in the set.

    Rezzahan#77802 supported this idea  · 
  15. 1 vote

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    Rezzahan#77802 commented  · 

    Urza's copy effect makes an exception for the power/toughness. Because of that, characteristic-defining abilities for those exceptions aren't copied.

    707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more
    original values for a certain characteristic, or provides a specific set of values for a certain
    characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that
    defines that characteristic is not copied. [...]

  16. 2 votes

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    Rezzahan#77802 commented  · 

    And what was left on the field? I assume it was along the line of some Awaken the Woods tokens, a transformed Invasion of Zendikar, Ashaya and all her nontoken pals, etc. In essence LANDS.

  17. 2 votes

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    Rezzahan#77802 commented  · 

    Locthwain Scorn does not deal any damage, so there is no damage, lethal or otherwise, in the first place. The state based action that destroyed lethally damaged creatures doesn't apply. The one I cited does. The state based actions indestructible helps against are the following ones (note the very important condition they begin with):

    704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage
    marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage
    and is destroyed. Regeneration can replace this event.

    704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with
    deathtouch since the last time state-based actions were checked, that creature is destroyed.
    Regeneration can replace this event.

    With your creature having 0 or less toughness, neither state based action applies. The one I cited already , does:

    704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t
    replace this event.

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    Rezzahan#77802 commented  · 

    Dying for having 0 or less toughness is not destruction. Indestructible doesn't mean unkillable, it only means "cannot be destroyed".

    704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t
    replace this event.

  18. 2 votes

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    Rezzahan#77802 commented  · 

    There are no 750 exp quests. They all give just 500 exp. Some quests give 750 GOLD instead of the usual 500, but the amount of exp is always the same.

  19. 2 votes

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    Rezzahan#77802 commented  · 

    Your opponent proibaly had Ashaya, Soul of the Wild out, making all his nontoken creatures into laands.

  20. 4 votes

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    Rezzahan#77802 commented  · 

    Bloomburrow Quick Draft will be available now and then just like all the other sets from last year. The current set gets a Quick Draft every 4 weeks, lasting for two weeks. The other two weeks are given to one of the older sets in Standard. (Not the four oldest ones, though, so DMU, BRO, ONE, and MOM had their time, unless wizards changes the Quick Draft rotation to match the new Standard rotation. But I think, they will keep it at two years to match Alchemy rotation instead.)

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