dungeon geist+deadeye navigator

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if dungeon geist taps an opponents creature, and is soulbonded to deadeye navigator, if I exile dungeon geist, it will tap another of the opponents creatures, right? and it can be done multiple times in one turn?
You can tap multiple creatures this way, but when Dungeon Geist changes zones, it becomes a new game object. Only the most recently tapped creature will be prevented from untapping.
Autocard helps us to help you. Dungeon Geist, Deadeye Navigator. The explanation of how to do it is in my sig. 

You're welcome to do this as much as you want to tap down many creatures per turn, but you won't be able to keep more than the most recently effected creature perma-tapped. This is because every time the Geist leaves play and re-enters, it is considered to be a new object. 

Bro, do you even Autocard?

Autocarding: [c]Cryptic Command[/c] = Cryptic Command

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but it says that the creature cannot untap during the OPPONENTS UNTAP step as long as I control dungeon geists. If I continue to control dungeon geist, because it blinks and then comes back right away, why can't I affect multiple creatures?
whoops, didn't fully read the last post. but how come it becomes a fully new creature? It is still the same card.
"As long as you control Dungeon Geists" means "As long as you control this permanent".

When it returns to the battlefield, it's a different permanent, even if it's being represented by the same card.
When a permanent leaves the battlefield and returns, it's treated as an entirely new permanent that remembers nothing about its previous life. It may be represented by the same card, but in the game, it's treated as an entirely different permanent.

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Questions don't have to make sense, but answers do.

Because, like we said, the Geist is considered to be a new object every time it changes zones. For you to continue to keep creatures tapped down, you'll need to keep the same Geist in play, and every time you flicker the Geist, you're getting a new Geist. 

If you wanted to lock down multiple creatures with one Geist, you would need a card that copies triggered abilities. I don't think any such card exists yet. 

Bro, do you even Autocard?

Autocarding: [c]Cryptic Command[/c] = Cryptic Command

Showing somebody how to autocard: [c[b][/b]]Cryptic Command[/c] = [c]Cryptic Command[/c] = Cryptic Command

whoops, didn't fully read the last post. but how come it becomes a fully new creature? It is still the same card.


Because the rules say so.

400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are seven exceptions to this rule:

None of which apply to Dungeon Geists, but here they are anyways
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400.7a. Effects from spells, activated abilities, and triggered abilities that change the characteristics of a permanent spell on the stack continue to apply to the permanent that spell becomes.
400.7b. Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.
400.7c. If an ability of a permanent requires information about choices made as that permanent was cast as a spell, including what mana was spent to cast that spell, it uses information about the spell that became that permanent as it resolved.
400.7d. Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from the battlefield") can find the new object that it became in the zone it moved to when the ability triggered.
400.7e. Abilities of Auras that trigger when the enchanted permanent leaves the battlefield can find the new object that Aura became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that Aura became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5n.)
400.7f. If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.
400.7g. A resolving spell or activated ability can perform actions on an object that moved from one zone to another while that spell was being cast or that ability was being activated, if that object moved to a public zone.
damn
When it returns to the battlefield, it's a different permanent, even if it's being represented by the same card.

The game doesn't care if you swear to it that it is the same card, it is not the same creature (permanent).

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The Basic rulebook, read it! A lot of basic questions are answered there!

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