Rezzahan#77802
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1 vote
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3 votes
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Rezzahan#77802
commented
And the arrows are there. Along with the notification to use them to assign combat damage.
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Rezzahan#77802
commented
There should be arrows above and below the numbers for the Vindicator and the player. Use those to increase or decrease the assigned damage.
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1 vote
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Rezzahan#77802
commented
Only aura SPELLS target, an aura entering the battlefield in any way other than as a resolving spell from the stack simply gets attached to a legal enchantee as per its controller's choice, no targeting involved. Thus it does get around hexproof, and shroud, but not protection from a relevant quality.
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2 votes
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Rezzahan#77802
commented
And this is NOT A BUG. Creatures entering attacking never attacked, so they get around attack restrictions and prohibitions. This goes for ALL such creatures not just mobilize tokens.
508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player,
planeswalker a defending player controls, or battle a defending player protects it’s attacking as it
enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking).
Similarly, if an effect states that a creature is attacking, its controller chooses which defending
player, planeswalker a defending player controls, or battle a defending player protects it’s attacking
(unless the effect has already specified). Such creatures are “attacking” but, for the purposes of
trigger events and effects, they never “attacked.” -
1 vote
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Rezzahan#77802
commented
First strike and double strike create a second combat damage step if an attacker or blocker has either ability. In the first combat damage step only attackers and blockers with either ability can assign and deal combat damage. In the second combat damage step, all attacking and blocking creatures that didn't deal combat damage yet, and all those with double strike, get to assign and deal combat damage.
Thus, first strike and double strike ONLY work for combat. A fight is not combat, even if it happens during the combat phase. A fight is simply the two creatures dealing damge to each other equal to their power. That damage is ALWAYS noncombat damage.
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5 votes
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Rezzahan#77802
commented
Copy effects are applied one after the other. The Lost in Littjara copy is a nonlegendary Kavaero, but if that copy then copies a legendary creature card in a graveyard, it is legendary again. The original Kavaero then copying any creatture card or none will also be legendary due to its own copy effect exception, and thus you have two legendaries with the same name on the field even if they copy different things.
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1 vote
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Rezzahan#77802
commented
Leyline is only banned in Bo1, it is legal in Bo3.
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5 votes
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Rezzahan#77802
commented
The rare slot was the rare wildcard. The gems were for a Stellar Sights rare, which you probably do have completed.
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1 vote
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Rezzahan#77802
commented
The arrows above and below the numbers are there to increase and decrease the assigned damage. If the arrow is white, you can change the number in that direction. You have to hit the arrow above the 0 on the Emissary at least 6 times to raise the number to 6, then the arrow above the player's life total will become white, and you can assign the remaining damage to the player in the same way. Or asssign more to the Emissary, if for whatever reason you want to.
Seriously, there's even a message in the screenshot telling you what to do.
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4 votes
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Rezzahan#77802
commented
You removed the creature by reducing its toughness, as well as its power. Thus due to the reduced power, it was not the strongest creature your opponent had when it died.
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3 votes
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Rezzahan#77802
commented
Looks like you only have 4 mana available to you, not the 6 needed to enweb.
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1 vote
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Rezzahan#77802
commented
Sorry, somehow mixed them up. The rebalanced version is the one that requires no extra mana payment.
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Rezzahan#77802
commented
The one with the 2 mana payment is the rebalanced Alchemy version, the other is the normal one. Depending on the format you are playing, you have to use one or the other. Historic, Alchemy, Brawl, and I think Timeless require the Alchemy rebalanced version. You can spot a rebalanced card by the "A" symbol in front of the card name.
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2 votes
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Rezzahan#77802
commented
Losing the game for having 0 or less life is a state based action. Those are checked right after any one object on the stack resolved, and right before any player would get priority in any step or phase, and in the cleanup step. They happen before triggers can even be put on the stack. Triggers cannot save you from losing for having 0 or less life unless they resolve before you drop that low. There is nothing to fix here. Learn the rules.
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2 votes
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Rezzahan#77802
commented
Targeting is mandatory. The choice to execute the trigger's effect (the "may") is made on resolution. All optional triggers work that way: a target has to be chosen, and on resolution you can choose to decline.
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1 vote
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Rezzahan#77802
commented
The ward is 2 life AND 2 mana. If you can't pay both, ward will counter your spell/ability.
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1 vote
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Rezzahan#77802
commented
Hexproof from monoCOLORED, not monored. Your spell was monocolored.
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1 vote
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Rezzahan#77802
commented
Was the creature dealing COMBAT damage to the player?
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1 vote
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Rezzahan#77802
commented
Scrawling Trawler causes LOSS OF LIFE, it does not deal damage. So Acient Adamantoise has no damage to redirect to itself. Damage to a player usually CAUSES loss of life, but not all loss of life is from damage.
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1 vote
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Rezzahan#77802
commented
You CAN disable the autotap. In the settings menu. If you do, Arena will only propose how your mana sources are used, you'll have the final say in it.
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1 vote
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Rezzahan#77802
commented
Read your opponent's cards:
Giant Cindermaw prevents players from gaining life. Thus no life gain, and no triggers, because no life is gained.
Scavenger Regent only gives temporarily -X/-X until end of turn, no counters involved there.