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 Post subject: Phasing question
PostPosted: Tue Dec 13, 2016 12:03 pm 
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So I like find a way to return every permanent on the battlefield to their owners hands, but trying to keep my lands at the same time, so tell me if this could work:

I cast Shimmer choosing Islands, and wait for my next turn, imagine that I have some infinite mana generator like Pili-Pala and Grand Architect or enough artifacts to generate mana. So in my next turn my islands phase out and then I cast Coastal Breach, so my islands phase in the next turn or not?

I know that having infinite mana there are many ways to win but it's for a just for fun commander.

Thanks for your answers


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 Post subject: Re: Phasing question
PostPosted: Tue Dec 13, 2016 12:15 pm 
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No, they would not. When you cast Coastal Breach (and it resolved) your lands do not technically exist and are not affected. When they return to play on the next turn, the spell's effect would have already resolved and not be a thing that bothers them.

EDIT: Also Coastal Breach doesn't effect lands anyway since it says "nonland permanent," so you would have to use a similar spell that actually hit lands to get rid of your opponents' lands.

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 Post subject: Re: Phasing question
PostPosted: Tue Dec 13, 2016 1:05 pm 
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so if I cast Sunder in addition with Coastal Breach my opponents will have no permanents on the battle field but I have my lands right? I was not sure because the Shimmer will not be on the battlefield but I suppose that the phase in it's automatic for any permament which is phase out.


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 Post subject: Re: Phasing question
PostPosted: Tue Dec 13, 2016 1:36 pm 
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Pretty much. The rule for Phasing is pretty simple:

1.) Things with Phasing you control in play at the start of your turn phase out.
2.) Anything you control that is phased out at the start of your turn phases in.

Things that are Phased out can't suddenly lose Phasing and stay gone forever.

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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


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 Post subject: Re: Phasing question
PostPosted: Tue Dec 13, 2016 3:30 pm 
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so if I cast Sunder in addition with Coastal Breach my opponents will have no permanents on the battle field but I have my lands right?

for the record, the card you're looking for is Upheaval.

:duel:

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 Post subject: Re: Phasing question
PostPosted: Tue Dec 13, 2016 5:50 pm 
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razorborne wrote:
so if I cast Sunder in addition with Coastal Breach my opponents will have no permanents on the battle field but I have my lands right?

for the record, the card you're looking for is Upheaval.

:duel:

Upheaval is banned in Commander (for good reason).

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 Post subject: Re: Phasing question
PostPosted: Tue Dec 13, 2016 10:13 pm 
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razorborne wrote:
so if I cast Sunder in addition with Coastal Breach my opponents will have no permanents on the battle field but I have my lands right?

for the record, the card you're looking for is Upheaval.

:duel:

Upheaval is banned in Commander (for good reason).

because it's just too much fun?

:duel:

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 Post subject: Re: Phasing question
PostPosted: Fri Apr 14, 2017 12:24 pm 
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AzureShade wrote:
Pretty much. The rule for Phasing is pretty simple:

1.) Things with Phasing you control in play at the start of your turn phase out.
2.) Anything you control that is phased out at the start of your turn phases in.

Things that are Phased out can't suddenly lose Phasing and stay gone forever.

Exception: Permanents that are indirectly phased out due to being attached to a permanent that is phased out will be lost to phase land essentially forever if the permanent they were attached to was a token (which ceases to exist when it's phased out, despite this no longer being a zone change).

This is the one mechanism that remains to remove an opponent's commander essentially without hope of recovery. (Imprisoned in the Moon or one of a few other effects into Liquimetal Coating or Mycosynth Lattice; Bludgeon Brawl on the field, Grip of Phyresis if you have + toughness to your board or Magnetic Theft to a token, then peg the token with Reality Ripple)

EDIT: As best as I can figure it, the best way to do this repeatedly starts with, of course, the Liquimetal (or Mycosynth?) and Bludgeon Brawl. Use Soul Sculptor to make the commander a noncreature. Either have Magnetic Theft on a stick or kill Aura Thief (loopable many ways as a creature. Flicker Reveillark?) and attach the commander to a token. What token? The token of Crystal Golem you made with Mimic Vat, Soul Foundry, Prototype Portal, Mechanized Production, or so on to kill two birds with one stone. End of turn comes around and Crystal Golem token senses its destiny and takes the offending commander where none may follow.

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