Tunkle, the creature died, it came back, it's fresh new and unaffected. The untill end of turn effect leaves when the creature died, it just came back after.
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My initial responses to rules questions are usually just answers. If you want an explanation as to why, say so. Just because it says I'm there, I'm not necessarily there. I leave my browser open so I don't have to reload ~30 tabs. Anyone who wants to text duel me through either PM or chat can just PM me with a format (and a time if playing through chat). I don't play standard.
2. You pay billions of dollars in cards to win. If you like wasting money just to win one game, while you could have saved it to lose a few and end up winning more in the future, then it is fine by me.
what?
do you ceremonially light your deck on fire after a win?
We regret to inform you of Trevor Kidd's untimely demise in an unfortunate accident involving a mysteriously blown breaker box and a photophobic creature of unknown origin at his home near Renton, Washington. We at the Wizards Community apologize for any inconvenience or delay, and assure you we'll be preparing a replacement to assume his duties as soon as we finish warming up the cloning vats.
[02:47:46] It doesn't merely "come out of suspend" - you take the last time counter off, and then suspend triggers and say "now cast that! CAST IT NOOOOOW!" [02:47:49] Because suspend has no indoors voice
[10:11:33] !opalescence [10:11:33] Opalescence {2WW} |Enchantment| Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. · Reserved,UD-R,Vin,Leg,Cla,USBC [10:11:51] *sigh* [10:12:10] Otecko: Do you have a question about Opalescence? [10:12:17] sure [10:12:23] $10 on humility interaction [10:12:25] :P [10:12:29] :D [10:12:47] humility + opalescence put into play by replenish
You are totally awesome. Thank you so much. I hope you are able to dine in Paradise without kicking the bucket to actually get there, and that every dollar you ever make magically becomes two more.
There are things that prevent you from activating activated abilities, things that increase their cost, and things that counter them, but I don't think anything triggers from them specifically.
There are things that trigger from targeting, so that might be relevant, but I can't think of anything that triggers from targeting a player.
I'm almost positive there's nothing that triggers from damage being prevented.
Also for the sake of it, a lot of stuff can survive a big enough mutilate..... persist and undying are big survivors
I thought that Mutilate 's effect affected all creatures until end of turn. Wouldn't this mean that a creature with undying or persist would be killed, come back, and be killed again? It's a creature and it's on the battlefield so I thought it would be affected even when it returns to the field.
It hits everything on the battlefield when it goes off.
If you cast Mutilate and then Dark confidant on the same turn the Confidant has no idea why the room is so empty.
Luckily, we have stop-having-fun guys to remind us that having anything more than 60 cards in your deck is tantamount to being a rapist and anyone considering it should be strung up by their **** .
EDIT: I didn't count bounce and then Clique or similar.
We dont play most of them in our playgroup and most of them arent what I wrote, you did nail 3, you missed 1 and there's one we dont play that would possibly count, so I'll up it to 5! P9 arent banned due to cost, they are banned because they are simply overpower the rest of the cards, cost was just an extra incentive to ban them.
Anyway, we didnt enjoy those cards, we banned them, simple as that, it's not whether or not we can handle them, it's just that we deemed them unfun, more than a wednesday night, 23:30, shahrazad. You can disagree all you want, but uninformed judging tone that's borderline insulting, I have a harder time accepting that. As for the potshots losers, I've read the names and it's not like I expected anything more brilliant than random potshots from any of them.
Please remember to keep your posts polite, on topic and refrain from personal attacks. You are free to disagree with one another as long as it is done in a respectful manner.
Okay. So after seeing all of your suggestions, here is a deck that I came up with. The only thing I don't like is that I can only run 33 land, but I don't know what to cut. Or would 33 land be managable with the amount of land search that I have?
33 lands is not enough... to do a comparaison, that's 20 lands for a 60 cards deck. Half your commander cards cost twice as much as any of your normal decks cards and those decks usually settle for 22-24 lands. That should give you a perspective of how low 33 lands is. I have 2 EDH decks, one is mono black with 4 ways to have a lot of mana (cabal coffers, bubbling muck, crypt of agadeem, magus of the coffers) with 4 tutors : demonic, diabolic, vampiric tutors and expedition maps... still I run 38 lands. In my damia deck, I run 4 land fetch cards and run 41 lands.
I went to mtgdeckbuilder.net, built the above deck, and tested exactly 100 games. I kept track of how many land I had in my opening hand and how much land I would have on the field by turn 5 (this includes ramping with stuff like Cultivate ). My opening hand had an average of 2.37 land and the fifth turn had an average of 4.19 land on the field. With this kind of testing accuracy, I'm forced to agree that I need more land. For anyone who cares; I shall post the results of another test, done exactly the same way, with about 38 land sometime very soon. I hope you find this interesting. (Or at least amusing that I'm willing to go through the trouble for this much accuracy in testing).
You should REALLY look at your mana curve, 21 cards cost 6+, 14 of them are 7+. Half your deck is 5+ and I dont believe I saw any turn 1 drops and only 2-3 turn 2 drops.
You'll be incredibly weak and vulnerable up to turn 5-6.... that is given you get 5-6 lands by that turn, which isnt something that will always happen.