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Flag Deitery October 9, 2012 3:54 AM PDT
Lucky Frog Symbol_U_mana.gifSymbol_G_mana.gif

Legendary Creature-Frog
Spells can't be countered.
Whenever ~ goes to its owner's hand, put a copy of ~ into play.

Rrrbit!
2/1
 

Dawnbreaker Symbol_7_mana.gifSymbol_W_mana.gifSymbol_W_mana.gif

Creature-Elemental Giant
At the beginning of your turn, exchange any number of player's life totals.
Whenever you gain life, you may reveal a card in your hand with mana cost equal to or less than the life gained and put it onto the battlefield.    

9/9

Regret Symbol_3_mana.gifSymbol_W_mana.gifSymbol_B_mana.gif 

Enchantment-Aura
Enchant Permanent
Enchanted permanent loses all abilities.
At the end of that player's turn, enchanted permanent's controller sacrifices it and attaches it to another permanent he or she controls. 
      
Demonstration Symbol_1_mana.gifSymbol_U_mana.gifSymbol_U_mana.gif

Enchantment
Only one activated and/triggered ability may be activated or triggered by each player a turn.

Observe!   
Symbol_1_mana.gifSymbol_2_mana.gifSymbol_3_mana.gifSymbol_4_mana.gifSymbol_5_mana.gifSymbol_6_mana.gifSymbol_7_mana.gifSymbol_X_mana.gifSymbol_W_mana.gifSymbol_U_mana.gifSymbol_B_mana.gifSymbol_R_mana.gifSymbol_G_mana.gifWUUBBRRGGWWBBGGUURRW2W2U2B2R2GTapUntap
Flag Purple_Shrimp October 9, 2012 5:03 AM PDT

Oct 9, 2012 -- 3:54AM, Deitery wrote:


      
Demonstration Symbol_1_mana.gifSymbol_U_mana.gifSymbol_U_mana.gif

Enchantment
Only one activated and/triggered ability may be activated or triggered by each player a turn.

Observe!   
Symbol_1_mana.gifSymbol_2_mana.gifSymbol_3_mana.gifSymbol_4_mana.gifSymbol_5_mana.gifSymbol_6_mana.gifSymbol_7_mana.gifSymbol_X_mana.gifSymbol_W_mana.gifSymbol_U_mana.gifSymbol_B_mana.gifSymbol_R_mana.gifSymbol_G_mana.gifWUUBBRRGGWWBBGGUURRW2W2U2B2R2GTapUntap




is it intentional that this turns off land?

Flag pietro_aronica October 9, 2012 5:14 AM PDT
I really like the second ability on Dawnbreaker, though it needs some rewording.
Flag ReaderAt2046 October 9, 2012 5:47 AM PDT

Oct 9, 2012 -- 3:54AM, Deitery wrote:



Dawnbreaker Symbol_7_mana.gifSymbol_W_mana.gifSymbol_W_mana.gif

Creature-Elemental Giant
At the beginning of your turn, exchange any number of player's life totals.
Whenever you gain life, you may reveal a card in your hand with mana cost equal to or less than the life gained and put it onto the battlefield.    

9/9




I really like this card, though I think it might be better if you removed its first ability. It seems to me to be just a tad overpowered?

Flag Deitery October 9, 2012 8:21 AM PDT

Oct 9, 2012 -- 5:03AM, Purple_Shrimp wrote:

Oct 9, 2012 -- 3:54AM, Deitery wrote:


      
Demonstration Symbol_1_mana.gifSymbol_U_mana.gifSymbol_U_mana.gif

Enchantment
Only one activated and/triggered ability may be activated or triggered by each player a turn.

Observe!   
Symbol_1_mana.gifSymbol_2_mana.gifSymbol_3_mana.gifSymbol_4_mana.gifSymbol_5_mana.gifSymbol_6_mana.gifSymbol_7_mana.gifSymbol_X_mana.gifSymbol_W_mana.gifSymbol_U_mana.gifSymbol_B_mana.gifSymbol_R_mana.gifSymbol_G_mana.gifWUUBBRRGGWWBBGGUURRW2W2U2B2R2GTapUntap




is it intentional that this turns off land?


No, it should be nonland abilities

Flag theatog October 9, 2012 10:53 AM PDT

Oct 9, 2012 -- 5:14AM, pietro_aronica wrote:

I really like the second ability on Dawnbreaker, though it needs some rewording.


all of them need rewording : P

Flag Deitery October 9, 2012 6:00 PM PDT

Oct 9, 2012 -- 10:53AM, theatog wrote:

Oct 9, 2012 -- 5:14AM, pietro_aronica wrote:

I really like the second ability on Dawnbreaker, though it needs some rewording.


all of them need rewording : P


Hatin

Flag EyeballFrog October 9, 2012 8:09 PM PDT

Oct 9, 2012 -- 3:54AM, Deitery wrote:

Lucky Frog Symbol_U_mana.gifSymbol_G_mana.gif
Legendary Creature-Frog
Spells can't be countered by spells or abilities.
Whenever ~ is put into a player's hand from the battlefield, that player puts a token that's a copy of it onto the battlefield.
Rrrbit!
2/1


Dawnbreaker Symbol_7_mana.gifSymbol_W_mana.gifSymbol_W_mana.gif
Creature-Elemental Giant
At the beginning of your upkeep, you may redistribute any number of players' life totals. (Each of those players gets one life total back.)
Whenever you gain life, you may put a permanent card from your hand onto the battlefield if its converted mana cost is less than or equal to the life gained.

9/9

Regret Symbol_3_mana.gifSymbol_W_mana.gifSymbol_B_mana.gif 

Enchantment-Aura
Enchant permanent
Enchanted permanent loses all abilities. If it's a creature, it's 1/1.
At the end of that player's turn, enchanted permanent's controller sacrifices it and attaches it to another permanent he or she controls.




Fixed that templating for you.

Why do people always forget to set power and toughness when they make a creature lose all abilities?

Demonstration really should only work on activated abilities.  I'm reasonably certain messing with triggered abilities like that will lead to trouble, especially when multiple abilities trigger simultaneously.

Flag Edacade October 10, 2012 7:32 AM PDT

Oct 9, 2012 -- 8:09PM, EyeballFrog wrote:

Why do people always forget to set power and toughness when they make a creature lose all abilities?




Because you don't have to set a new p/t for creatures with characteristic-defining abilities.

From the Comp Rules Show

613.1a Layer 1: Copy effects are applied. See rule 706, "Copying Objects."
613.1b Layer 2: Control-changing effects are applied.
613.1c Layer 3: Text-changing effects are applied. See rule 612, "Text-Changing Effects."
613.1d Layer 4: Type-changing effects are applied. These include effects that change an object's card type, subtype, and/or supertype.
613.1e Layer 5: Color-changing effects are applied.
613.1f Layer 6: Ability-adding and ability-removing effects are applied.
613.1g Layer 7: Power- and/or toughness-changing effects are applied.
613.2. Within layers 1-6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.6). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.7.)
613.3. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.6.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.7.)
613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
613.3b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied.
613.3c Layer 7c: Effects that modify power and/or toughness (but don't set power and/or toughness to a specific number or value) are applied.
613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, "Counters."
613.3e Layer 7e: Effects that switch a creature's power and toughness are applied. Such effects take the value of power and apply it to the creature's toughness, and take the value of toughness and apply it to the creature's power.


I've bolded the important parts. Despite the p/t defining ability of something like Master of Etherium being removed in Layer 6, it still sets p/t in Layer 7(a). Humility , Turn to Frog , Sudden Spoiling ...they don't have to have p/t setting effects attached to them, but then they wouldn't be very flavorful either. Also worth noting: their p/t setting abilities apply in Layer 7b, which is why you don't see Master of Etherium staying as large as your assortment of artifacts when affected by the mentioned spells..
Flag Mown October 10, 2012 7:45 AM PDT
I thought the point of layers was that the ones higher had effects on subsequent ones. Isn't it a problem because it is applied afterwards?
Flag Edacade October 10, 2012 7:49 AM PDT

Oct 10, 2012 -- 7:45AM, Mown wrote:

I thought the point of layers was that the ones higher had effects on subsequent ones. Isn't it a problem because it is applied afterwards?




I'm confused by your statement. 7 is higher than 6. Likewise, 7d is higher than 7c is higher than 7b is higher than 7a.

Flag Mown October 10, 2012 7:52 AM PDT

Oct 10, 2012 -- 7:49AM, Edacade wrote:

Oct 10, 2012 -- 7:45AM, Mown wrote:

I thought the point of layers was that the ones higher had effects on subsequent ones. Isn't it a problem because it is applied afterwards?




I'm confused by your statement. 7 is higher than 6. Likewise, 7d is higher than 7c is higher than 7b is higher than 7a.



Exactly.
Remove abilities is applied in layer 6. By the time it comes to layer 7, it will no longer have a P/T setting ability, so it's not applied.

Edit: Well, higher as in higher up on the list, lower number.

Flag Edacade October 10, 2012 8:14 AM PDT
I really don't know how to explain it. All I know for sure is that if the characteristic-defining ability for p/t was applied in Layer 6 instead and the ability-adding/removing was applied in 7(a), then we'd have a problem in the form of a creature without a p/t (which is quickly fixed by SBAs sending the creature to the graveyard).
Flag Deitery October 10, 2012 2:17 PM PDT

Oct 9, 2012 -- 8:09PM, EyeballFrog wrote:

Oct 9, 2012 -- 3:54AM, Deitery wrote:

Lucky Frog Symbol_U_mana.gifSymbol_G_mana.gif
Legendary Creature-Frog
Spells can't be countered by spells or abilities.
Whenever ~ is put into a player's hand from the battlefield, that player puts a token that's a copy of it onto the battlefield.
Rrrbit!
2/1


Dawnbreaker Symbol_7_mana.gifSymbol_W_mana.gifSymbol_W_mana.gif
Creature-Elemental Giant
At the beginning of your upkeep, you may redistribute any number of players' life totals. (Each of those players gets one life total back.)
Whenever you gain life, you may put a permanent card from your hand onto the battlefield if its converted mana cost is less than or equal to the life gained.

9/9

Regret Symbol_3_mana.gifSymbol_W_mana.gifSymbol_B_mana.gif 

Enchantment-Aura
Enchant permanent
Enchanted permanent loses all abilities. If it's a creature, it's 1/1.
At the end of that player's turn, enchanted permanent's controller sacrifices it and attaches it to another permanent he or she controls.




Fixed that templating for you.

Why do people always forget to set power and toughness when they make a creature lose all abilities?

Demonstration really should only work on activated abilities.  I'm reasonably certain messing with triggered abilities like that will lead to trouble, especially when multiple abilities trigger simultaneously.


I didn't know u had to set power and toughness, but, if it's a 0/0, oh well, thnx

Flag EyeballFrog October 10, 2012 2:32 PM PDT
Setting it to 0/0 simply kills the creature, causing the aura to go to the graveyard. Which would make its last ability void.

Oct 10, 2012 -- 8:14AM, Edacade wrote:

I really don't know how to explain it. All I know for sure is that if the characteristic-defining ability for p/t was applied in Layer 6 instead and the ability-adding/removing was applied in 7(a), then we'd have a problem in the form of a creature without a p/t (which is quickly fixed by SBAs sending the creature to the graveyard).



You seem to have it backwards.  As it currently is, the reason why Humility effects set P/T is because if they didn't, then cards like Maro would have undefined P/T.  If they did it the way you just described, that wouldn't happen, as the P/T would be set in layer 6, then the ability would go away in layer 7.

Flag Edacade October 10, 2012 3:50 PM PDT
Yes. I admit, I got confused on how the layer system works. I blame interactions like Humility + Opalescence and Bloodlord of Vaasgoth + Essence of the Wild + casting a Vampire creature.
Flag TPmanW October 10, 2012 7:28 PM PDT

Oct 9, 2012 -- 5:47AM, ReaderAt2046 wrote:

Oct 9, 2012 -- 3:54AM, Deitery wrote:



Dawnbreaker Symbol_7_mana.gifSymbol_W_mana.gifSymbol_W_mana.gif

Creature-Elemental Giant
At the beginning of your turn, exchange any number of player's life totals.
Whenever you gain life, you may reveal a card in your hand with mana cost equal to or less than the life gained and put it onto the battlefield.    

9/9




I really like this card, though I think it might be better if you removed its first ability. It seems to me to be just a tad overpowered?



I'm going to agree with Reader. Not so much because of power level though. I mean if this guy costs 9 mana and you want to play him in a lifegain deck then why wouldn't you already have some way of gaining life at the ready when he hits the board?
I'd drop the 1st ability and lower the stats so you could bring down the cost to something more reachable. Actually the abiliy might make a bettter enchantment than creature.

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