Rezzahan#77802
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1 vote
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedNot all rares and mythics, nor commons and uncommons for that matter, are available in packs. You want them, you have to craft them with wildcards. Usually, those cards are part of special products like Commander decks, etc.
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2 votes
An error occurred while saving the comment Rezzahan#77802 commentedRope increases the toughness of the equipped creature. If that creature has taken damage or has gotten its toughness reduced a bit, removing the Rope can cause the formerly equipped creature to now have lethal damage marked or a toughness of 0 or less, and thus be destroyed or put into the graveyard.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedAssassin's Trophy is legal in Standard as of the relase of Murders at Karlow Manor, because it's a card in that set. Any copy of that card can be used even ones from older sets.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedAnd what card's ability was activated?
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2 votes
An error occurred while saving the comment Rezzahan#77802 commentedThere are cards that stop damage prevention, like The Questing Beast. Look at and read your opponent's cards before jumping to the conclusion that a bug is happening. More often than not, it is the player missing something rather than a bug.
So, what cards were on the field at the time?
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedYou can spend mana as though it were of any color only for the spell. Turning the card face up is not a spell, the card is not even in exile anymore. So you have to pay the cost, with the right colors.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedNo life gain trigger can save you, you'll have lost before it can even make it to the stack. Because state based actions (and losing for having 0 or less life is one of those) are checked before triggers are put on the stack let alone get to resolve.
Lifelink is a different beast, because the ability is NOT a trigger, it instead changes the results of damage. And thus can get you above 0 before state based actions are checked, since you are gainig the life at the same time you are losing life.
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2 votes
An error occurred while saving the comment Rezzahan#77802 commentedNo bug, you just don't understand what it means to give a permanent hexproof. It is the permanent's controller's opponent that cannot target the permanent. Which means, giving hexproof to your opponent's creature makes YOU unable to target it with spells or abilities.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedRemoving blockers does not get an attacker through, they do not become unblocked. Once blocked they stay blocked until they are removed from combat or the combat phase ends, whichever comes first. They just end up as blocked attackers with no blockers, so they do not even get to deal combat damage (could matter for lifelink).
To get through when blocked, an attacker has to have trample or a similar ability allowing for that.
509.1h An attacking creature with one or more creatures declared as blockers for it becomes a
blocked creature; one with no creatures declared as blockers for it becomes an unblocked
creature. This remains unchanged until the creature is removed from combat, an effect says that
it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature
remains blocked even if all the creatures blocking it are removed from combat.510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are
currently blocking it (if, for example, they were destroyed or removed from combat), it assigns
no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that
creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures
according to the damage assignment order announced for it. This may allow the blocked
creature to divide its combat damage. However, it can’t assign combat damage to a creature
that’s blocking it unless, when combat damage assignments are complete, each creature that
precedes that blocking creature in its order is assigned lethal damage. When checking for
assigned lethal damage, take into account damage already marked on the creature and damage
from other creatures that’s being assigned during the same combat damage step, but not any
abilities or effects that might change the amount of damage that’s actually dealt. An amount of
damage that’s greater than a creature’s lethal damage may be assigned to it. -
1 vote
An error occurred while saving the comment Rezzahan#77802 commentedDid your opponent have a Karlow Watchdog out?
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedThe Snarling Gorehound left the graveyard before the corresponding trigger resolved, by means of the other trigger returning it to the battlefield. So the trigger couldn't exile it.
An error occurred while saving the comment Rezzahan#77802 commented"when [some creature] dies, exile it" means it goes to the graveyard (otherwise it wouldn't die, it has to hit the graveyard for a dies trigger to go off). When the trigger resolves, the card in the graveyard is exiled, and stuff happens.
You are confusing that with "if [some creature] would die, exile it instead", which is a replacement effect. In such a case, the creature never goes to the graveyard, but right intop exile, not triggering any dies triggers.
You can recognize a trigger by the use of the words "when", "whenever", or "at" in the description of the trigger condition.
You can recognize the replacement effect by the absence of those words in the condition, and the use of "if ... instead" instead.
So, no bug here, all is as it should be.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedyes. it's the same.
An error occurred while saving the comment Rezzahan#77802 commentedBase power/toughness is what's printed on the card or what a token is created with, plus what base p/t setting effects are affecting it. +1/+1 counters modify p/t. Setting base p/t happens in layer 7b ("setting p/t" means to assign specific values to power and/or toughness), p/t modifying in layer 7c (modifying is any + or - to p/t without setting p/t to specific values). So no matter the order of the effects' creation, p/t setting is always applied before p/t modifying. Thus the Pridemate becomes a 1/1 in layer 7b, then a 4/4 in layer 7c. This is correctly handled.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedTo respond to your own triggers, you have to hold priority with Full Control. Otherwise the game passes priority to your opponent right away. This is an unfortunate misapplication of the tournament shortcut, where casting spells is assumed to pass priority afterwards unless explictly stated otherwise. Arena applies it to triggers as well.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedAlso, to be sure, you tried to activate your manland BEFORE going to blockers declaration, yes? Because if you went to blockers, then its too late to make the land a creature to block, since the very first thing that happens in the declare blockers step is the declaration of blockers. No priority is given to anyone in that step until that is done. And you can't retroactively declare blockers. Any creature you want to block with has to be on the field untapped and able to block in the declare attackers step at the latest.
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6 votes
An error occurred while saving the comment Rezzahan#77802 commentedAll those triggers go on the stack at the same time, and you have to choose targets at that time. You cannot target a token that's not there yet, even if it would be there really soon. So while the ordering may be bugged (can't confirm), you not being able to give the 1/1 haste creature token +1/+0 and deathtouch is not.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedCut Down costs B only, and you likely are misunderstanding its targeting restriction. The SUM of power plus toughness of the creature has to be 5 or lower. Not either being 5 or lower.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commentedLegendary sorceries require you to have a legendary creature or planeswalker on the field to cast them.
205.4e Any instant or sorcery spell with the supertype “legendary” is subject to a casting restriction.
A player can’t cast a legendary instant or sorcery spell unless that player controls a legendary
creature or a legendary planeswalker. -
2 votes
An error occurred while saving the comment Rezzahan#77802 commentedKami and Ozolith create replacement effects. Those apply to the Brawler right away as it enters the battlefield, which is then does as a 4/4. Tribute then triggers and draws you a card because the creature has 3+ power. No creature that naturally enters with one or more +1/+1 counters in this setup will get counters from the Tribute since they are entering with at least 3 counters due to Kami and Ozolith.
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1 vote
An error occurred while saving the comment Rezzahan#77802 commented4 triggers is correct. Two Asari Captains each get a trigger for a lonely samurai attacking. Isshin doubles both of those triggers. 3 samurai/warriors makes for +12/+0, leaving the Asari Captain at 14/1.
The wildcards you get in packs are addded to your total right away, revealed or not. You had 0 rare wildcards and 1 mythic wildcard, opened 10 packs, so got 1 rare wildcard from the wheel, possible another rare/mythic wildcard from the wheel again, and the rare wildcard from the pack. That's 3 more rare/mythic wildcards than you had before opening the packs. All correct.