Rezzahan#77802
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2 votes
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1 vote
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Rezzahan#77802
commented
Were you the starting player? The starting player does not get to draw a card on their first turn in a duel.
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1 vote
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Rezzahan#77802
commented
Tifa is legendary, so your opponent had to put all but one into their graveyard. They put the enchanted one there, making your aura go to your graveyard for not being attached.
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1 vote
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Rezzahan#77802
commented
Mana abilities don't use the stack and cannot be responded to. Vivi's activated ability is a mana ability.
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1 vote
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Rezzahan#77802
commented
An aura that enters the battlefiedl in an other way that as a resolving spell from the stack, DOES NOT TARGET. It is simply put onto the battlefield attached to a legal object or player. This DOES get around hexproof and shroud and ward, but not protection.
303.4f If an Aura is entering the battlefield under a player’s control by any means other than by
resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object
or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the
battlefield. The player must choose a legal object or player according to the Aura’s enchant
ability and any other applicable effects. -
2 votes
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Rezzahan#77802
commented
Sweettooth Witch causes life loss, not damage. Damage to a player can cause life loss, but not all life loss is damage.
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1 vote
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Rezzahan#77802
commented
First issue, not a bug. Any additional tokens created by an effect due to a replacement effect are subjected to ALL additional effects the original token is subjected to if applicable. Entering tapped, attacking, with counters, getting sacrificed at end of turn, etc.
Second issue, you can't target Saheeli's token with Brudiclad's trigger. Because you have to pick a target for Brudiclad before Saheeli can make that token. Becasue both triggers go on the stack at the same time, and have to pick targets then and there. Neither gets to resolve before the other picks a target.
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1 vote
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Rezzahan#77802
commented
Those cards rewards do not have duplicate protection. so the more complete your Standard collection is, the less likely it is for you to get an actual card. The more likely it is that you just get another +0.3% increase to your vault value. With a 5% chance you get a rare or mythic, or 20 or 40 gems if that card is already completed.
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1 vote
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Rezzahan#77802
commented
Did your vault value go up? Then the card was an uncommon you already had 4 copies of. Did your gem count increase by 20 or 40 gems? Then you hit a rare or mythic that you have already completed. Neither? Then have you checked your collection? Right Away? Because Mastery Pass reward notifications are unreliable, have been for years. And the "new" tag on new cards vanishes when you go into deckbuilding. So go straight to your collection whenever you are supposed to get a card reward. Unless the vault or gems have increased, then you didn't get a new card.
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1 vote
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Rezzahan#77802
commented
No. When the game moves to the draw step, you are required to draw card. From an empty library. THAT made you lose the game, because THAT is a legitimate way to lose a game of Magic. It's called getting milled out. Your Ephemerate is completely irrelevant here.
104.3c If a player is required to draw more cards than are left in their library, they draw the
remaining cards and then lose the game the next time a player would receive priority. (This is a
state-based action. See rule 704.) -
1 vote
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Rezzahan#77802
commented
The cards in your Draft pool did not disappear. The star symbol merely switched to showing only those that you have a cosmetic for. The one card remaining was the only card left in your sideboard that you had a cosmetic for to use, I presume. Click the symbol again to switch back to the normal view for your card pool.
To set your default cosmetics, you can go into your collection and go through all the cards with the double arrow (<>) on them (probably should do this by set, since you will otherwise be occupied for some hours, depending on the size of your collection and the amount of cosmetics you have). Those are the cards you have multiple versions and/or cosmetics for. Click the <> symbol to expand and you can select your favorite version or style for that specific card.
Click the star symbol while deckbuilding, and Arena shows you all the cards you have in your deck with all available versions and cosmetics, and you can then individually select the versions you want to use in that deck.
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1 vote
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Rezzahan#77802
commented
The Skinripper's triggered ability has an intervening-if clause. Such a clause has to be true AT THE TIME THE ABILITY WOULD TRIGGER, or it doesn't trigger. (An intervening-if clause also has to still be true when the trigger would resolve or it does nothing, but that is irrelevant here.) So to get that trigger, your sacrifice has to happen BEFORE the end step begins. Thus mobilite and other end step sacricfice triggers cannot satisfy this clause, since they happen IN the end step, way past the time when the Skinripper's trigger checks to go off.
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1 vote
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Rezzahan#77802
commented
No, this is not a bug. You are misunderstanding the game's timing rules and what priority means. After Abuelo's Awakening resolved in your opponent's main phase, there was no trigger or anything else on the stack. As the active player they get priority after any object on the stack finished resolving. Priority is the right to act in this game, only the player with priority can take an action. So it was their main phase, the stack was empty, and they had priority. That is the default timing restriction for casting a noninstant spell. So they got to cast their second Omniscience. Only after that spell was put on the stack and paid for, and your opponent passed priority, did you get priority to cast spells or activate abilities for the first time after the Awakening resolved. You spell being an instant is irrelevant.
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1 vote
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Rezzahan#77802
commented
Did your opponent have hexproof or protection? If so, since you couldn't target the opponent, you could not put the trigger on the stack with a legal target.
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1 vote
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Rezzahan#77802
commented
The crafting of cards has had a change quite a while ago now, so that you use up a wildcard corresponding to the lowest rarity version of the card, regarless of the version you craft. Tragic Arrogance got a rare version with FF (not in the main set, though, rather as a commander card associated with the set).
It's possible, that you did not select "uncollected" in your search, or crafted in deckbuilding for a format, where the commander version is not legal, or such. Your exact search parameters are not visible in the screenshot, so I cannot tell. Searching for the card in the collection with "collected" and "uncollected" gets you both versions.
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1 vote
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Rezzahan#77802
commented
Black got at least THREE very useful instants/sorceries that can deal with an enchantment (Feed the Swarm, Withering Torment, Invoke Despair). Why are you not running any of them?
Black and red can destroy (nonbasic) lands. As can several utility lands, like Ghost Quarter. Why do you not run any land destruction to deal with problematic lands? Heck, both colors have many means to sacrifice a land for value.
Blue can bounce the land, or the aura to free the commander.
Honestly, it is rather frustrating how EASY it is for an opponent to get their commander back when you just enchanted it with that aura. Regardless of color combination. Of course, that requires you to actually look for solutions rather than just whine about a card that can impact the game hard if not dealt with. Like there aren't many more of those going around.
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2 votes
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Rezzahan#77802
commented
First, Mastery Reward notifications have been bugged for years. You may not get a notification, but you definitely get the level reward.
Second, you get an uncommon, and with a 5% chance you can get a rare or even mythic from any level past the Pass. But, you probably have like 90% or more of those completed already. So you just get a bit of vault value instead. There is no duplicate protection when it comes to commons and uncommons, and even the ICR rares and mythic don't have that (only rares and mythics from opening packs do). If you hit one that you have already completed, you get some gems instead.
Always check right before and right after you get a Mastery level (or any card rewards really) wether your vault value or gem count has changed. If they did not, check your collection IMMEDIATELY, because the "new" tag for new cards disappears after the first time you go into the "decks" menu or do some deckbuilding. Go right to decks -> collection, so that any new cards are shown as "new".
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1 vote
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Rezzahan#77802
commented
And that is correct. You can only apply ONE alternative cost to any spell. If you use Omniscience's "free" cost, you cannot use the cleave alternative.
118.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of
the spell announces their intentions to pay that cost as described in rule 601.2b.702.148a Cleave is a keyword that represents two static abilities that function while a spell with
cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather
than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing
all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost
follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. -
1 vote
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Rezzahan#77802
commented
Nowhere to Run on the field?
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2 votes
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Rezzahan#77802
commented
No, taking control of a creature DOES make that creature summoning sick. Because a creature is summonming sick, when you did not control it continuously since your most recent turn began (which is the current turn, if it is your turn). That's why the red temporary contol change effects add usually haste to the effect, so that you can attack with the creature in the one turn ylou have it. Blue control chanmge effects do not do that. How long a creature has been on the field, or how long it has been a creature, is irrelevent for summoning sickness.
302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t
be activated unless the creature has been under its controller’s control continuously since their most
recent turn began. A creature can’t attack unless it has been under its controller’s control
continuously since their most recent turn began. This rule is informally called the “summoning
sickness” rule.
More likely you missed something obvious. Like, way too many people still seem to not know what Elesh Norn, Mother of Machines does.