Rezzahan#77802
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2 votes
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3 votes
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Rezzahan#77802
commented
Not a bug. "Lose all abilities" does not shut down effects that start applying before abilties are lost. Which is mostly any effect, that grants a card (sub)type, like White Mage's Staff. Because due to rule 613.6, once an effect starts to apply in the layer system, it gets to apply fully even if the ability generating the effect is lost during the application of layer effects.
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3 votes
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Rezzahan#77802
commented
Nowhere to Run is more than just removal. In a heavily black deck, it's almost an autoinclusion and thus was most liklely on the field when the Charm was cast.
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1 vote
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Rezzahan#77802
commented
Only the creatures that are on the field when the trigger resolves get the abilities. Creatures that enter later do not. Nothing wrong here.
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4 votes
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Rezzahan#77802
commented
While I agree, that intentional roping should be punished, conceding at any time is a player's right regardless of reason. You do not have the right to force a player to play against you. And punishing players who due to the client's malfunction or other factors out of their control is also unjust. Not everyone is intentionally roping. Many are trying their best to get back into the game as fast as possible, something the client makes extra difficult already by wasting time with slowmo "animations" instead of letting the player back into the game, and you want to add a 30 min extension to that.
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1 vote
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Rezzahan#77802
commented
Your mistake was moving your commander to the command zone. Not Dead After All can only find the creature in the first zone it went to, which is the graveyard. If you move the card to any other zone before the trigger brings it back, it loses track of the card and can no longer return it.
This is true in general, not just for Not Dead After All. If a trigger from a zone change would make a card change zones again, it has to stay in the first zone, or it cannot be retrieved by the trigger. Even just temporaily leaving the zone and then returning it before the trigger resolves will break the connection.
603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to
another zone, or when a phased-in permanent leaves the game because its owner leaves the
game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .”
or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule
603.10.) An ability that attempts to do something to the card that left the battlefield checks for it
only in the first zone that it went to. [...] -
4 votes
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Rezzahan#77802
commented
Mana cost and mana value are irrelevant for it. Mana SPENT to cast it is what matters.
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5 votes
Rezzahan#77802
supported this idea
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2 votes
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Rezzahan#77802
commented
Read Nowhere to Run.
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5 votes
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Rezzahan#77802
commented
Multiple instances of lifelink are redundant.
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2 votes
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Rezzahan#77802
commented
You have to cast at least 5 spells in addition to not casting anything on your turn. And win the game, of course.
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3 votes
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Rezzahan#77802
commented
Did your opponent have Nowhere to Run?
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0 votes
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Rezzahan#77802
commented
Since the store only offers card STYLES, why would a warning on non-Standard legality be nessessary?
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4 votes
Rezzahan#77802
supported this idea
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2 votes
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Rezzahan#77802
commented
Praetors. That would be Vorinclex, Monstrous Raider then. Nothing wrong here.
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4 votes
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Rezzahan#77802
commented
All "may" triggers still have to go on the stack, no choice about that, and targets if nessessary have to be chosen for them. It is upon resolution, that you get to decide wether to execute the trigger's effects. So you have to choose a target for the Ozolith's trigger. When the trigger resolves, you can choose to decline. But you cannot chose zero targets, since one target is required.
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3 votes
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Rezzahan#77802
commented
You need a target corresponding to the amount of mana you've spent to cast it.
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2 votes
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Rezzahan#77802
commented
The second combat damage step is only created if a creature with first strike or double strike is in combat as the first combat damage step begins. NAP removed the only creature with such an ability, so no additional combat step happens.
510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see
rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that
step are those with first strike or double strike. After that step, instead of proceeding to the end of
combat step, the phase gets a second combat damage step. The only creatures that assign combat
damage in that step are the remaining attackers and blockers that had neither first strike nor double
strike as the first combat damage step began, as well as the remaining attackers and blockers that
currently have double strike. After that step, the phase proceeds to the end of combat step. -
2 votes
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Rezzahan#77802
commented
You have to keep Tishana's Tidebider around to keep the abilities disabled. Once it leaves the battlefield, the abilities are active again.
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4 votes
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Rezzahan#77802
commented
Arena uses the tournament shortcut of passing priority after you put an spell or ability on the stack. To keep priority and respond to your own stuff, you have to enter Full Control mode BEFORE you cast that spell or activate the ability.
Also, Increasing Vengeance has no triggers, you have to cast the spell in response to what you want to copy.
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.