Rezzahan#77802
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1 vote
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1 vote
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Rezzahan#77802
commented
Your opponent's Grafdigger's Cage prevents you from putting any creature card from your library onto the battlefield as per its ability.
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2 votes
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Rezzahan#77802
commented
What's the problem?
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1 vote
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Rezzahan#77802
commented
And there is nothing wrong here.
Damage does not reduce toughness, it gets marked on a creature and stays until it is removed in the cleanup step, or an effect like regeneration removes it. Marked damage gets compared to the creature's toughness to determine if it is lethal. Stolen Stark Tech gave the creature indestructible until the end of the turn, so until the cleanup step. Thus reducing the toughness to a value still higher than 0 was lethal but couldn't destroy the creature since it was indestructible. You did not reduce the toughness to 0 or less, which is required to invoke a different state based action to kill the creature, which does not involve destroying it, and would get around indestructible.
Arena displayes marked damage as reduced toughness but with a claw mark over it. That is marked damage, not reduced toughness.
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1 vote
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Rezzahan#77802
commented
And? Looking over your screenshot, there is nothing wrong here. Your opponent built a deck and developed a board state that allowed for this infinite loop. You did not stop it, and they reaped their reward.
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1 vote
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Rezzahan#77802
commented
Costs are being paid up front, this includes tapping the permanent if the cost requires it. So by the time any player can even think about responding let alone do so and have their response resolve, that permanent is long since tapped. This is very fundamental to Magic:
You cannot respond to the paying of costs. You simply do not have priority to do so, nor is there a timing window to interfere.
Furthermore, once an ability is put on the stack, it exists independently of its source. It may refer to its source for one thing or another when it resolves, but acting on that source in any manner does not affect the ability. If information is required about the source and the source no longer exists, the game uses Last Known Information (LKI) instead of current properties.
In your Krenko example, there is no tap to counter, that already happened. What you can do in regards to Krenko specifically, is to reduce the number of goblins, like by destroying Krenko, to reduce the number of new goblin token being created.
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1 vote
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Rezzahan#77802
commented
That's not as bug. That's an intentional feature implemented 1 1/2 years ago. You only have to spent a wild card equal to the lowest rarity printing on Arena of the card you want to craft, regardless of the version you want to craft. This lets you get that pretty mythic version of a common without having to spend a mythic wildcard, for example. This was the case prior to that change.
I agree, though, that you should be able to spend a higher value wildcard if you want to.
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3 votes
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Rezzahan#77802
commented
That <> symbol means a colorless mana, not just generic, it has to specifically be colorless. You did not have a colorless mana available, nor a source for aquiring it. Baxter Building could have done it with its first mana ability, but you used it to get the four colors with the second one already.
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1 vote
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Rezzahan#77802
commented
The new DFCs from Marvel and the somewhat older ones from Spiderman can be cast on either side, because they have a mana cost on either side. You do not have to transform to the back side, you can get it directly.
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2 votes
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Rezzahan#77802
commented
If you can't target the opponent due to their Crystal Barricade or Captain America, Super-Soldier, you cannot select the required number of legal targets, and the trigger is removed from the stack right away.
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1 vote
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Rezzahan#77802
commented
If you can't win with 250 Squirrels, more won't do the trick either.
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2 votes
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Rezzahan#77802
commented
Like all spells and abilities where a target is selected, if all targets have become illegal by the time it resolves, NONE of its effects happen. So while the +1/+1 counter is not depending on the artifact being destroyed, it is depending on the ability actually resolving. Which it didn't because, it fizzled. If you want to make sure to get the +1/+1 counter, you have to forgo choosing a target.
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2 votes
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Rezzahan#77802
commented
Did those creatures die? Or did the go to exile instead? A card like Rest in Peace means no creature dies.
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2 votes
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Rezzahan#77802
commented
Arena uses the tournament shortcut of passing priority whenever you put something on the stack. And like in a tournament, if you do not want to follow that default, you have to announce that. In paper Magic by saying something to that effect, on Arena by going to Full Control, which allows you to hold priority. Enable Full Control BEFORE you put the thing you want to respond to on the stack.
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1 vote
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Rezzahan#77802
commented
It is enough. The 1 mana discount for Villains means, he could cast the Volcanic Villain for 1R. Power-Up has a discount equal to the creature's mana cost when activated during the same turn the creature enters. Since the mana cost includes R, that R is discounted along with 2 more mana. Thus your opponent's activation required only 3 generic mana, which they had.
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1 vote
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Rezzahan#77802
commented
Look with the collection overview not the deck builder. The deck builder only shows cards legal in the selected format, which most of the Marvel Super Heroes Commander cards are not. That is the subset of cards in the collection overview, where those crads show, by the way. Those cards are only legal in a handful of formats on Arena.
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4 votes
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Rezzahan#77802
commented
250 is the genewral Arena token limit per player.
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2 votes
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Rezzahan#77802
commented
You mistake indestructible counters for shield counters. The later are used up by damage or destruction. The former has no inherrent way to remove it. You need some external way to remove them, like a cost that requires the removal of counters, or an effect that tells you to do so.
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1 vote
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Rezzahan#77802
commented
High Perfect Morcant is instructing the opponent to blight.
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1 vote
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Rezzahan#77802
commented
No, the trigger will just wait for that player's actual next end step to occur. If the Sundial is used prior to the trigger being put on the stack, there is no end step this turn, so that player's next turn's end step is the one that will trigger the loss. Unless the Sundial is used again during that turn prior to the end step.
Of course, waiting for the trigger and then using the Sundial will deal with it once and for all, since it can only trigger once. But it is possible to just postpone turn after turn.
Did you get at least three victories? Less does not suffice.