Wight of Precinct Six and Evolve

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This is for a friend of mine, and for me of course as I always like to know how things work.

Wight of Precinct Six

and say Experiment One

So if I have Experiment on the field with no counters on him, and I cast and resolve Wight while theres 1 or more creature cards in my opponents' graveyards, will Experiment One evolve or not?

I know this involves state-based actions, but if you could give a detailed answer in when everything happens, that'd be ideal.
This is for a friend of mine, and for me of course as I always like to know how things work.

Wight of Precinct Six

and say Experiment One

So if I have Experiment on the field with no counters on him, and I cast and resolve Wight while theres 1 or more creature cards in my opponents' graveyards, will Experiment One evolve or not?

I know this involves state-based actions, but if you could give a detailed answer in when everything happens, that'd be ideal.



It does not involve SBAs.

The Wight's ability works any time it is on the battlefield.  As soon as it enters the battlefield, it is a 2/2, so Evolve will trigger.

 
So if I have Experiment on the field with no counters on him, and I cast and resolve Wight while theres 1 or more creature cards in my opponents' graveyards, will Experiment One evolve or not?

Yes.
I know this involves state-based actions, but if you could give a detailed answer in when everything happens, that'd be ideal.

No state-based actions are involved. Rather, the relevant rule is this one: 
603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don't apply before the permanent is on the battlefield, however (see rule 603.6e).
Example: If an effect reads "All lands are creatures" and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads "All creatures lose all abilities" and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won't trigger.

At every moment that the wight is on the battlefield, it is a 2/2 creature (or bigger if there are more creatures in the graveyard). Since it is a 2/2 creature, and that is bigger than experiment one, evolve triggers.
Alright, thank you guys, I guess I was wrong about sba's :X

Would this be correct?:

1. Wight spell resolves and enters the field as a 2/2
2. State based actions are checked, Experiment One's evolve trigger triggers and is put onto the stack.
3. Active player is given priority

 
Alright, thank you guys, I guess I was wrong about sba's :X

Would this be correct?:

1. Wight spell resolves and enters the field as a 2/2
2. State based actions are checked, Experiment One's evolve trigger triggers and is put onto the stack.
3. Active player is given priority

 


Almost.  The ability triggered in step one.  It will go on the stack after SBAs are checked in step 2.
 
Would this be correct?:

1. Wight spell resolves and enters the field as a 2/2
2. State based actions are checked, Experiment One's evolve trigger triggers and is put onto the stack.
3. Active player is given priority

 

Not quite. It's like this:
1) Wight spell resolves and enters the battlefield as a 2/2, triggering evolve
2) State-based actions are checked (ie, nothing happens)
3) Evolve gets put on the stack
4) Active player is given priority.
Shouldn't there be a state-based actions check prior to the evolve trigger?, I mean in order for it to trigger?
Shouldn't there be a state-based actions check prior to the evolve trigger?, I mean in order for it to trigger?

State-based actions have nothing to do with causing things to trigger. State-based actions are a set of rules which cleanup untennable gamestates. For example, SBA's cause a player with 0 life to lose the game, a creature with 0 toughness to go to the graveyard, and an aura attached to an illegal object to be put into the graveyard.
State-based actions
704. State-Based Actions

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don't use the stack.


704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, "Handling Triggered Abilities.")


704.2. State-based actions are checked throughout the game and are not controlled by any player.


704.3. Whenever a player would get priority (see rule 116, "Timing and Priority"), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step's first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.


704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
Example: A player controls a creature with the ability "This creature's power and toughness are each equal to the number of cards in your hand" and casts a spell whose effect is "Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spell's resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.


704.5. The state-based actions are as follows:


704.5a If a player has 0 or less life, he or she loses the game.


704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, he or she loses the game.


704.5c If a player has ten or more poison counters, he or she loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.


704.5d If a token is phased out, or is in a zone other than the battlefield, it ceases to exist.


704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.


704.5f 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, 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.


704.5h If a creature has toughness greater than 0, and it's been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.


704.5i If a planeswalker has loyalty 0, it's put into its owner's graveyard.


704.5j If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This is called the "planeswalker uniqueness rule."


704.5k If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. This is called the "legend rule."


704.5m If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule."


704.5n If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner's graveyard.


704.5p If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.


704.5q If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that's neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.


704.5r If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.


704.5s If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.


704.5t In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, "Two-Headed Giant Variant."


704.5u In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, "Two-Headed Giant Variant."


704.5v In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, "Commander."


704.5w In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and it isn't the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck. See rule 904, "Archenemy."


704.5x In a Planechase game, if a phenomenon card is face up in the command zone, and it isn't the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, "Planechase."


Abilities trigger automatically at the time their trigger event occurs. This can happen at absolutely any time, even during the resolution of a spell or ability. The ability then waits around until just before a player would get priority and then it gets put on the stack
603.2. Whenever a game event or game state matches a triggered ability's trigger event, that ability automatically triggers. The ability doesn't do anything at this point.
603.2a Because they aren't cast or activated, triggered abilities can trigger even when it isn't legal to cast spells and activate abilities. Effects that prevent abilities from being activated don't affect them.

603.3. Once an ability has triggered, its controller puts it on the stack as an object that's not a card the next time a player would receive priority. See rule 116, "Timing and Priority." The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it's countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.

Shouldn't there be a state-based actions check prior to the evolve trigger?, I mean in order for it to trigger?


No.  SBA's will happen before the trigger goes on the stack, though.  Here are the relevent rules.


603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.


116.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions” ), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities” ). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.

EDIT: there needs to be a way to turn off the auto-smiley function.
 

So when exactly do State-Based action checks happen?

Nath'd as you guys say :P (is that how its said? lol)
So when exactly do State-Based action checks happen?



Right before a player gets priority.  This is after anything resolves and also after anyone casts a spell, activates an ability, or does a special action like playing a land.  Also at the start of each step, after any step-based actions such as declaring attackers.

 
This's been very enlightening, thanks all, I've been reading the compiled rules but I haven't reached that part yet, I'm going slow