Rezzahan#77802
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1 vote
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1 vote
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Rezzahan#77802
commented
You actually PLAYED those lands, yes? Using the special action of playing a land? Because putting lands on the field through cards like Rampant Growth is not playing lands.
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2 votes
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Rezzahan#77802
commented
They most likely also had Nowhere to Run on the field. Which negates hexproof.
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1 vote
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Rezzahan#77802
commented
All changed targets must still be legal for the spell/ability. So the first target of Wolf Strike has to be a creatrure under that spell's controller's control, the second target must be a creature that player does not control. If your only creature was your commander, then your commander has to be the receiving creature. If your opponent has multiple creatures, the best Imp's Mischief can accomplish is to change which creature deals the damage.
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1 vote
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Rezzahan#77802
commented
Perpetual only means, that the effect persist over zone changes. Everything else about continuous effects stays the same. Which includes the entire layer system. Copy effects are layer 1, type changes layer 4. Copy effects can only copy copiable values, and only layer 1 effects change copiable values. So a copy can only ever inherrit a change if that change is a layer 1 effect.
A duplicate card may not even copy any changes, because it may not actually be a copy. But that would have to be tested by someone who plays Alchemy (not me).
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1 vote
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Rezzahan#77802
commented
Stab and Nowhere to Run only amounts to -5/-5. Sab-Sunen is a 6/6. So those cards combined bring toughness down to 1. Any damage Sab-Sunen has marked is irrelevant, since damage does not reduce toughness. Marked damage gets compared to toughness, and if it equals or exceeds the toughness, the creature is destroyed. But indestructible stops that. To kill an indestructible creature you have to bring the toughness all the way down to 0 or less with only -X/-X effects or counters. Damage does not help here. If the toughness reaches 0 or less, a different state based action can kill the creature, because it does not involve destroying it.
As a side note, neither Stab nor Nowhere to Run place counters, they both only apply a temporary decrease. Only effects that use the word "counter" use counters.
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1 vote
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Rezzahan#77802
commented
Do you by chance play in your deck and have at those times a Franzied Baloth on the field? If so, read its last ability.
Your opponents may also be playing that card.
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1 vote
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Rezzahan#77802
commented
Mythos of Nethroi has no option to pay additional mana nor to pay mana on resolution. The colors of mana you pay to cast the spell determine if you get the extended effect. That is how the Mythos cycle is worded and that is how those cards work.
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1 vote
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Rezzahan#77802
commented
If you are referring to it not shutting down a type changing ability, like with Kudo, Ashaya, or Magus of the Moon, then that is not a bug. The abilities ARE lost, but not before they are applied. The game goes through a series of layers when applying continuous effects, and type changes, which happen in layer 4 come before ability gaining and losing in layer 6. And due to the specific rule 613.6, any additianl effects those type changing abilities have, even the ones in later layers like power/toughness modifications in the various sublayers of layer 7, will also still happen.
In short, ability losing effects can't stop type changing abilities.
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1 vote
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Rezzahan#77802
commented
Not a bug. By choosing the only targeted mode at least once, the spell has become a targeted spell. And like all targeted spells, if all its targets have become illegal by the time it would resolve, it is removed from the stack, and none of its effects happen. This is a fundamental rule of fMagic.
608. Resolving Spells and Abilities
[...]
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target
that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game
state may cause a target to no longer be legal; for example, its characteristics may have changed
or an effect may have changed the text of the spell. If the source of an ability has left the zone it
was in, its last known information is used during this process. If all its targets, for every instance
of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the
stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will
resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect
for which they’re illegal. Other parts of the effect for which those targets are not illegal may still
affect them. If the spell or ability creates any continuous effects that affect game rules (see rule
613.11), those effects don’t apply to illegal targets. If part of the effect requires information
about an illegal target, it fails to determine any such information. Any part of the effect that
requires that information won’t happen. -
1 vote
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Rezzahan#77802
commented
Basic lands usually don't land in the graveyard. Players have to actively work for that. But if a basic is in the graveyard, it is fair game for Deadly Cover-Up. And removing all basics of a type can also be extremely beneficial for the player. So really, only doing this in the early game makes it a powerful move.
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1 vote
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Rezzahan#77802
commented
Instant timing still requires priority. But when Valgavoth's Faithful resolves and enters the battlefield, unless some trigger goes of because of that, the stack is empty, it is its controller's main phase, and after any object on the stack resolves, the active player receives priority, in this case the Faithful's controller. That is sorcery timing right there, for your opponent. You do not get to cast an instant now, because you do not have priority. You opponent did not pass it, they used it to activate the Faithful.
By the way, that is the same reason, why you can't kill a planeswalker after it resolves and before one of its loylaty abilities is used. If the player uses one right away, you never had priority to do so.
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1 vote
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Rezzahan#77802
commented
Read the first ability on Jace, Wielder of Mysteries:
"If you would draw a card while your library has no cards in it, you win the game instead."
This ability is always active, while Jace is on the battlefield. Jace's last loyalty ability has the "you win" clause, because you are supposed to win even if Jace leaves the battlefield before the ability resolves. Like by having used all loyalty counters for activating it, or if an opponent has removed him in response. And if you have exactly 7 cards in your library, you win by that clause. Otherwise, the "win" clause on that ability would be redundant as the static ability would already cover the win.
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1 vote
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Rezzahan#77802
commented
Mana from Clement's granted ability can only be used to cast creature spells, as it says in the ability's text. You were trying to use it on an activated ability, which you can't do.
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1 vote
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Rezzahan#77802
commented
The game only sees actual mana sources as readily available. Kiora's Follower can untap a land to get extra mana, but that is a normal activated ability that uses the stack and must resolve. So you have to respond to your trigger. Unfortunmately, that means, that you have to set a stop to your upkeep.
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1 vote
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Rezzahan#77802
commented
The trigger targets. If you can't legally target the opponent, maybe because they have hexproof, then you can't put the trigger on the stack and it is removed right away.
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1 vote
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Rezzahan#77802
commented
You are talking about Bandit's Talent Chater 3? The trigger will always go on the stack, that is how it is worded. When it resolves, the game checks if the condition is true to let its controller draw a card or not. Did you or your opponent draw that extra card while that player's opponent had more than one card in hand? Or did you not wait for the trigger to resolve?
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1 vote
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Rezzahan#77802
commented
Only the first 10 victories of the day give 25 exp. Completing a daily quest gives 500 exp. The first 15 victories of the week give 250 exp from the weekly quest. Sometimes an event, like the upcoming Yargle day event, gives exp for victories. And sometimes Wizards gifts 1000 exp for celebrations or as compensation for inconveniences caused by Arena. Those are the only ways to get exp.
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1 vote
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Rezzahan#77802
commented
Damage does not reduce toughness. Damage to a creature gets marked on that creature and is compared to its toughness. Arena shows marked damage as a reduced toughness value but with a claw mark over it. So the 5/5 indestructible creature first became a 5/5 indestructible creature with 3 damage marked. Then it became a 3/3 indestructible creature with 3 damage marked. Lethal damage, that would destroy it via a state based action, except for indestructible. You have to bring an indestructible creature's toughness all the way down to 0 or less via toughness reduction to kill it via a different state based action, that does not involve destruction, and therefore can caus the creature to die. But combining damage and toughness reduction does not work.
04.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t
replace this event.704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage
marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage
and is destroyed. Regeneration can replace this event. -
1 vote
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Rezzahan#77802
commented
For the trigger to do anything, there has to be a spell with mana value 4 or less on the stack to target. You cannot target a permanent on the battlefield, those are not spells. So in order for the ability to do something, you have to cast the Spell Queller in response to a spell with mana value 4 or less.
The creatures must still be around to get exiled. Which they likely are not due to the +5/+5 on your equipped creature. The ability cannot exile a card from the graveyard, even if that card was a creature that was dealt combat damage shortly before.