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 Post subject: Re: Rules Q&A
PostPosted: Fri May 22, 2015 8:04 pm 
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I think you would have to win that. the other option would be to start a new game with a first-blood rule, and ew.

:duel:

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 Post subject: Re: Rules Q&A
PostPosted: Fri May 22, 2015 10:26 pm 
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If the new SBA is added to the top of the list then you would win. Otherwise I think we get razors sudden death game (Chancellor of the Dross? Respond with Simian Spirit Guide)

Actually I think list position doesn't matter and you go to sudden death either way


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 Post subject: Re: Rules Q&A
PostPosted: Sat May 23, 2015 10:01 am 
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Yeah, you get a first-blood game.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary


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 Post subject: Re: Rules Q&A
PostPosted: Sat May 23, 2015 8:13 pm 
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do negative life totals count as 0 for all purposes except raising it back up

its literally been years since I read the rules

and I failed the judge test six times before giving up LOL

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 Post subject: Re: Rules Q&A
PostPosted: Sun May 24, 2015 12:11 am 
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The Doctor wrote:
do negative life totals count as 0 for all purposes except raising it back up
That's close, but not quite accurate. The actual rule is:
Quote:
107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect sets a player’s life total to a specific value, doubles a player’s life total, sets a creature’s power or toughness to a specific value, or otherwise modifies a creature’s power or toughness.

What that boils down to is that your actual life total is used in any necessary calculations or comparisons, even if it's negative. Then, if the result ends up being a negative number and you're trying to do something that doesn't handle negatives, you use 0. (And the only things in Magic that properly handle negatives are setting or modifying creature P/T and setting or doubling a player's life total.)

So Beacon of Immortality on a player with -10 life will actually leave them with -20 life, for example, and Repay in Kind can potentially set everyone's life total to a negative number. Going into negative life with Death's Shadow on the table will actually boost its P/T. And so on.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary


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 Post subject: Re: Rules Q&A
PostPosted: Wed Jun 03, 2015 10:18 pm 
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So when you are resolving a spell or ability, you take the actions in the order they are written down. For example, Steady Progress and Tezzeret's Gambit function slightly differently in that with progress you proliferate then draw while with gambit you draw then proliferate. Most of the time, it doesn't make too much of a difference, but then Lorescale Coatl comes along (with progress, you can only get one +1/+1 counter while Gambit allows you to get three). So my question is when you pay costs to activate a spell or ability, do you have to do them in the order they are written?
Example: I control a Novijen Sages and an Eldrazi Spawn Token with a +1/+1 counter on it. If I chump block with the Spawn token, can I remove it's +1/+1 counter and a counter from the sages, then sac it for 1 to pay for Sages ability, or do I have to sac the Spawn token then take two counters off sages?


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 Post subject: Re: Rules Q&A
PostPosted: Wed Jun 03, 2015 10:23 pm 
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For your lorescale coatl effect you wouldn't be able to proliferate in either case because the coatl has a triggered ability which wouldn't resolve until you'd finished resolving tezzeret's gambit. But one example where the order matters is Tooth and Nail where you can put the creatures you just searched for onto the battlefield whereas you couldn't if they were in the other order.

With costs, I believe you have to pay the mana part of the cost first but you can pay other costs in any order.


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 Post subject: Re: Rules Q&A
PostPosted: Wed Jun 03, 2015 10:31 pm 
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I think the easiest example of text order mattering is Serum Visions v Preordain

This sounds close to whether you can have your Eldrazi Spawn do double duty while casting a convoke spell. The problem is that you have to activate mana abilities before paying costs. So you will have to have already sacced your spawn by the time it comes to remove the counters.

So you cannot sac the spawn (for mana) and remove a counter from it to pay the same cost. In general though I think you can pay costs in any order. Otherwise cards like Suppression Field would have to specify an order.

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 Post subject: Re: Rules Q&A
PostPosted: Wed Jun 03, 2015 11:13 pm 
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oh whoops, that would make sense on coatl. Then why the discrepency between gambit and progress?


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 Post subject: Re: Rules Q&A
PostPosted: Wed Jun 03, 2015 11:21 pm 
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VLW wrote:
oh whoops, that would make sense on coatl. Then why the discrepency between gambit and progress?

It's just a templating thing. On Steady Progress they wanted proliferate to be the main effect, with a cantrip as a rider. On Tezzeret's Gambit, the main effect is drawing two cards, with proliferate as a rider. The order is purely to emphasize a different part of the spell.

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 Post subject: Re: Rules Q&A
PostPosted: Thu Jun 11, 2015 10:17 pm 
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So, random question that's been bothering me since I hate the layers system:

Opalescence + Enchanted Evening + Scornful Egotist (or any creature, really)

Is the Egotist a 1/1 or 8/8 when it's all done?

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 Post subject: Re: Rules Q&A
PostPosted: Thu Jun 11, 2015 11:12 pm 
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it actually isn't layers, it's dependency. Evening and Opalescence apply in the same layer, but Evening affects what Opalescence applies to, so Evening is applied first, making everything enchantments, then Opalescence makes them creatures. technically they don't have a P/T until layer 7b, but Opalescence is already applying to them, so when it gets there it'll give them one based on their CMC.

bottom line: 8/8 unless Zammm yells at me.

:duel:

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 Post subject: Re: Rules Q&A
PostPosted: Fri Jun 12, 2015 4:00 am 
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Razorborne covered the reasoning pretty well--it ends up as an 8/8.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary


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 Post subject: Re: Rules Q&A
PostPosted: Fri Jun 12, 2015 5:21 pm 
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seems obviously an 8/8.
Every permanent (other than Opalesence itself) becomes an X/X where X = CMC. Which means all lands are destroyed. And ornithoptors, etc.

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 Post subject: Re: Rules Q&A
PostPosted: Sat Jun 13, 2015 4:28 am 
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In a tournament setting? No. Hell no.

Here's a simple metric for determining if you can shortcut a loop in Magic. Can you:
  1. Pick a finite number of iterations after which you are absolutely guaranteed to have the outcome you want?
  2. Predict what the game state will look like after you're done?
If you answer yes to both questions, then yes, you can (probably--I might have missed something since I'm writing this at two in the morning) shortcut it. If you answer no to either question, then you can't.

This loop fails that first test (and potentially the second as well, depending on how you go about it), Thumb or no Thumb, so no shortcuts for you.

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Knowledge knows no bounds.

And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary


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 Post subject: Re: Rules Q&A
PostPosted: Sat Jun 13, 2015 1:58 pm 
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What about my Frenetic Efreet + Chance Encounter deck. If state that I'm going to activate Efreet an arbitrarily large number, do I have to do the flips if my opponent asks me to?

Or rather, can I get a slow play warning for attempting to do 3 billion coin flips.

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 Post subject: Re: Rules Q&A
PostPosted: Sun Jun 14, 2015 1:15 pm 
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Shadowchu wrote:
What about my Frenetic Efreet + Chance Encounter deck. If state that I'm going to activate Efreet an arbitrarily large number, do I have to do the flips if my opponent asks me to?
Yes, or at least the ones that actually make a meaningful difference to the game state. Once you have your ten counters plus however many extra you needed to make sure that that Hex Parasite on the other side of the table can't stop you, ignoring the rest is fine in my books, because they'll never make any practical difference.

Shadowchu wrote:
Or rather, can I get a slow play warning for attempting to do 3 billion coin flips.
If you insist on trying? Absolutely. If your opponent tries to insist on it, I'll be asking them some pointed questions.

On a side note, just use a hundred activations or so rather than bothering with sillily-large numbers of them.

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Knowledge knows no bounds.

And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary


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 Post subject: Re: Rules Q&A
PostPosted: Mon Jun 15, 2015 1:30 pm 
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Not that I would ever torture myself by doing that many flips... Just wondering if my opponent could force me to do all of the flips. Thanks!

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 Post subject: Re: Rules Q&A
PostPosted: Tue Jun 16, 2015 8:54 am 
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Question:

I have a Prison Term on an opponent's creature, and somehow didn't move it to his Geist of Saint Traft, when the Geist attacks and generates a 4/4 angel, what happens if I move the Prison Term to the angel token?

Will the "can't over can" rule effectively remove the angel token from combat, or will the angel still be attacking?

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 Post subject: Re: Rules Q&A
PostPosted: Tue Jun 16, 2015 9:44 am 
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The token is already in play tapped and attacking. Prison Term will be ineffective as the point at which it stops a creature from being declared as an attacker has passed.

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