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Switch to Forum Live View Transforming cards leaving/entering play
1 year ago  ::  Feb 13, 2012 - 6:57AM #1
banuffin
Date Joined: Dec 8, 2010
Posts: 187
If I temporarily exile a transform permanent , does it enter play on its day side, or on whichever side was face-up when it left play? My guess is that it would return as its day-side counterpart (since Garruk's night-side has no counter value on its night side), but just wanted to confirm.

Thanks!
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1 year ago  ::  Feb 13, 2012 - 6:59AM #2
RootBreaker
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Date Joined: Oct 13, 2002
Posts: 4,801
It returns on its day side.
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1 year ago  ::  Feb 13, 2012 - 6:59AM #3
2goth4U
Date Joined: Oct 29, 2007
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day side up
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1 year ago  ::  Feb 13, 2012 - 7:00AM #4
adeyke
  • Celestial Teapots are broken!
Date Joined: Feb 24, 2007
Posts: 9,386
It'll enter the battlefield as a new permanent without any relation to its previous existence.  So it'll be "day side" up, untapped, unflipped, etc.
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1 year ago  ::  Feb 13, 2012 - 7:00AM #5
banuffin
Date Joined: Dec 8, 2010
Posts: 187
Awesome, thanks!
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1 year ago  ::  Feb 13, 2012 - 7:00AM #6
gmlvrmn
Date Joined: Dec 5, 2010
Posts: 10
transform cards come into play as their day side, if they are bounced to your hand, removed from the game, or sent to the graveyard, etc. it automatically transforms back to the "castable" side.

   
   
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1 year ago  ::  Feb 13, 2012 - 7:05AM #7
rezzahan
Date Joined: Mar 12, 2011
Posts: 4,778

Feb 13, 2012 -- 7:00AM, gmlvrmn wrote:

transform cards come into play as their day side, if they are bounced to your hand, removed from the game, or sent to the graveyard, etc. it automatically transforms back to the "castable" side.



It doesn't, the night side simply doesn't exist anywhere else but on the battlefield. To say it "transforms back" is inaccurate since with DKA there are cards that care about transforming.

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1 year ago  ::  Feb 13, 2012 - 7:29AM #8
gmlvrmn
Date Joined: Dec 5, 2010
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Feb 13, 2012 -- 7:05AM, rezzahan wrote:

Feb 13, 2012 -- 7:00AM, gmlvrmn wrote:

transform cards come into play as their day side, if they are bounced to your hand, removed from the game, or sent to the graveyard, etc. it automatically transforms back to the "castable" side.



It doesn't, the night side simply doesn't exist anywhere else but on the battlefield. To say it "transforms back" is inaccurate since with DKA there are cards that care about transforming.



I apologize, it is a state-based action that you turn it to the day side when it enters a new zone is what I meant to say.


   
   
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1 year ago  ::  Feb 13, 2012 - 7:32AM #9
RootBreaker
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Feb 13, 2012 -- 7:29AM, gmlvrmn wrote:

Feb 13, 2012 -- 7:05AM, rezzahan wrote:

Feb 13, 2012 -- 7:00AM, gmlvrmn wrote:

transform cards come into play as their day side, if they are bounced to your hand, removed from the game, or sent to the graveyard, etc. it automatically transforms back to the "castable" side.



It doesn't, the night side simply doesn't exist anywhere else but on the battlefield. To say it "transforms back" is inaccurate since with DKA there are cards that care about transforming.



I apologize, it is a state-based action that you turn it to the day side when it enters a new zone is what I meant to say.


No, that's not a state-based action, it's just the way it enters the battlefield. State-based actions mostly end the game, kill dead creatures and clean up illegal game-states.

These are the state-based actions:

Spoiler: Show


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 two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.”


 


704.5k If two or more legendary permanents with the same name are on the battlefield, all are put into their owners’ graveyards. This is called the “legend rule.” If only one of those permanents is legendary, this rule doesn’t apply.


 


704.5m If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype on the battlefield 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.”


All Generalizations are Bad
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