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Rezzahan#77802

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  1. 1 vote

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    Rezzahan#77802 commented  · 

    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.

  2. 1 vote

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    Rezzahan#77802 commented  · 

    Not 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.

  3. 2 votes

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    Rezzahan#77802 commented  · 

    Rope 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.

  4. 1 vote

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    Rezzahan#77802 commented  · 

    Assassin'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.

  5. 1 vote

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    Rezzahan#77802 commented  · 

    And what card's ability was activated?

  6. 2 votes

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    Rezzahan#77802 commented  · 

    There 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?

  7. 1 vote

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    Rezzahan#77802 commented  · 

    You 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.

  8. 1 vote

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    Rezzahan#77802 commented  · 

    No 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.

  9. 2 votes

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    Rezzahan#77802 commented  · 

    No 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.

  10. 1 vote

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    Rezzahan#77802 commented  · 

    Removing 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.

  11. 1 vote

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    Rezzahan#77802 commented  · 

    Did your opponent have a Karlow Watchdog out?

  12. 1 vote

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    Rezzahan#77802 commented  · 

    The 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.

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    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.

  13. 1 vote

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    Rezzahan#77802 commented  · 

    yes. it's the same.

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    Rezzahan#77802 commented  · 

    Base 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.

  14. 1 vote

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    Rezzahan#77802 commented  · 

    To 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.

  15. 1 vote

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    Rezzahan#77802 commented  · 

    Also, 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.

  16. 6 votes

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    Rezzahan#77802 commented  · 

    All 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.

  17. 1 vote

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    Rezzahan#77802 commented  · 

    Cut 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.

  18. 1 vote

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    Rezzahan#77802 commented  · 

    Legendary 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.

  19. 2 votes

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    Rezzahan#77802 commented  · 

    Kami 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.

  20. 1 vote

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    Rezzahan#77802 commented  · 

    4 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.

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