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Rezzahan#77802

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  1. 3 votes

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    Rezzahan#77802 commented  · 

    You sure, you are not confusing activated abilities and triggered abilities? The two are quite different. Only activated ability can be activated, which will be stopped by Petrify. But triggered abilities trigger, which will NOT be stopped by Petrify. Activated abilities cannot be triggered, and triggered abilities cannot be activated.

    Activated abilities ALWAYS use the template [cost]:[effect], either in the text of the ability itself, or in the rules if it is a keyword ability. If it does not have that template, you are not dealing with an activated ability.

    Triggered abilities ALWAYS use the words "when", "whenever", or "at" to describe their trigger conditions. If it doesn't, it is not a triggered ability. Be mindful of the word "if", it does NOT denote a triggered ability, but rather a static ability creating a replacement effect.

  2. 4 votes

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    Rezzahan#77802 commented  · 

    They most likely had Voice of Victory on the field, not letting you cast spells during their turn.

  3. 1 vote

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    Rezzahan#77802 commented  · 

    And that is what happens. Enchantment creatures get destroyed by things that destroy enchantments. What you are missing is, that the "Enduring" enchantment creatures have abilities that bring them back as just enchantments. This is not a bug, this is part of those particular cards's design.

  4. 2 votes

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    Rezzahan#77802 commented  · 

    That's what Nowhere to Run does. It lets its controller ignore hexproof and ward. The card is not just a generic -3/-3.

    "Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger."

  5. 2 votes

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    Rezzahan#77802 commented  · 

    Ladder prizes are given at the end of the season, meaning the end of the month. And to preempt the next issue, you only get the rewards for the rank you achieved at that time, and NOTHING for lower ranks you have cleared. ONLY the final rank rewards.

  6. 1 vote

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    Rezzahan#77802 commented  · 

    No, the tokens did not attack the Aetherspark. The tokens entered attacking it. That is a crucial distinction. For a creature to attack a player/planeswalker/battle it has to be declared as attacker during the declare attackers turn based action. That is also the only time when attack restrictions and requirements have effect.

    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.” They remain attacking creatures until they’re
    removed from combat or the combat phase ends, whichever comes first.

  7. 1 vote

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    Rezzahan#77802 commented  · 

    Not from this card. But a deck runs other cards, too, many can grant haste to all creatures, or creatures of a specific type, etc. Do not ignore the stuff that's already on the field.

  8. 2 votes

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    Rezzahan#77802 commented  · 

    The most frequent offenders for spells being uncounterable are Cavern of Souls (which makes the spell itself uncounterable), and Voice of Victory (which forbids the opponent to cast spells on the controller's turn). Many other such cards exist. If you can't cast a spell during your opponent's turn, it's most likely not a bug, but rather a card specifically saying you can't.

  9. 4 votes

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    Rezzahan#77802 supported this idea  · 
  10. 1 vote

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    Rezzahan#77802 commented  · 

    Please realize when a season ends (like today!), and that games begun before that time but ending afterwards will count towards the new season. You are downranked when a new season starts, resulting in your lower starting rank for the new season going up, which is still below what you had at the seasons end.

  11. 3 votes

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    Rezzahan#77802 commented  · 

    Nowhere to Run on the field negates hexproof.

  12. 4 votes

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    Rezzahan#77802 commented  · 

    Did the token attack a player? Attacking planeswalkers doesn't trigger it.

  13. 2 votes

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    Rezzahan#77802 commented  · 

    Neither. It's just you not understanding your own cards. Soul-Scar Mage turns all noncombat damage to your opponent's creatures into -1/-1 counters, so no damage is actually dealt. And since Torch the Tower specifies, that the creature is only exiled if it was dealt damage, it is not exiled. Because no damage was dealt, counters were placed instead.

  14. 16 votes

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    Rezzahan#77802 commented  · 

    While I strongly agree with seperating Alchemy from real Magic, Historic IS the Alchemy version. You want Pioneer.

    I also want an Alchemy free Brawl format, because as was said, Alchemy ruins the fun of the game. It is itself not fun to play nor play against. It's an obvious cash grab and has inherrent power creep due to its very nature of being *ahem* supplementary to the normal sets. Which just means, they have to make the cards stronger than their Standard counterparts or even those falling for the scam would have no reason to buy the "cards".

    So yes, let the dozens of players who enjoy Alchemy play it against each other, and leave the rest of us to play actual Magic.

    Rezzahan#77802 supported this idea  · 
  15. 0 votes

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    Rezzahan#77802 commented  · 

    Ranks go UP from 4 to 3 to 2 to 1 to the next rank. Bronze 2 is the next rank up from Bronze 3. Then you get to Bronze 1, and then you can reach Silver 4. Etc.

  16. 3 votes

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    Rezzahan#77802 commented  · 

    No, it wasn't turn 3. Your first screenshot shows you at at least 11 cards, making this your turn 4 at the very least, turn 5 if you went first or took a mulligan. Your lands are also untapped and the cards you have played nessessitate you having had at least 3 turns already, again, making this turn 4 at the very least. With your opponent having played Icetill Explorer makes this his turn 4 (he played 4 lands normally, additionally one fetch land via Icetill and sacced it; the Icetill Explorer is summoning sick and tapped, so it entered the turn of your screenshot), the number of lands he has is within what he could have played. You not playing any lands is not your opponent cheating. You are at the time of the first screenshot in your turn 4 or 5.

  17. 2 votes

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    Rezzahan#77802 commented  · 

    Hexproof prevents the opponent from TARGETING the permanent. And ONLY that. "Destroy all" and similar effects do not target, they simply affect all relevant permanents. Same goes for protection by the way, though damage based wrath effects will be stopped by it due to protection including damage prevention.

    115.10. Spells and abilities can affect objects and players they don’t target. In general, those objects and
    players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and
    Abilities.”

    115.10a Just because an object or player is being affected by a spell or ability doesn’t make that
    object or player a target of that spell or ability. Unless that object or player is identified by the
    word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a
    target.

    115.10b In particular, the word “you” in an object’s text doesn’t indicate a target.

    702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities
    your opponents control.”

  18. 1 vote

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    Rezzahan#77802 commented  · 

    Improvise only lets you tap artifacts to pay for the generic part of the cost. It is different from convoke. You cannot pay the colored portion of an improvised spell by tapping artifacts.

  19. 2 votes

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    Rezzahan#77802 commented  · 

    Life gain triggers cannot save you when dying to combat damage. By the time they would make it to the stack, let alone resolve, you have long lost the game. The first thing that happens after combat damage is dealt is a check of state based actions. One of which is a player losing the game for having 0 or less life. Only after state based actions are triggers put on the stack.

    What can save you is lifelink, since that alters the results of damage, and thus the life is gained before state based actions are checked, as part of damage being processed.

    Also, South Wind Avatar only triggers for your own creatures dying.

  20. 4 votes

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    Rezzahan#77802 commented  · 

    Only your creatures dying cause you to gain life. And it's equal to the dying creature's toughness. If that creature dies due to having its toughness reduced to 0 or less, you gain no life, because that's what the creature's toughness was.