Tuvia: Recent Activity
Tuvia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Mechanics and Color Pie |
Recent updates to Tuvia: (Generated at 2024-03-29 13:37:50)
Page 1 - Older activity
Page 1 - Older activity
UZ06
This card was made for the sake of recording the effect. Like a jot note lol.
I was in a discussion about standard cards and alternate win cons with my girlfriend
Meh, I easily cast Sheoldred 5+ times in a game of commander. And some commanders get around command tax entirely (Tasigur, Marath, Muldrotha+Command Beacon, ...)
Weeeellll... the fourth time is +8 cost. so a minimum of 9. And you had to find a sac outlet. So two hoops to jump through and a 9-cost spell? That's allowed to be game winning.
But yeah; it's such a BORING solution to a puzzle-card like this. (Also, does this count castings before you cast this? That seems like a potential memory-nightmare as well as a horrible "Aha, I just won and you never had a chance to see it coming" evil)
Just recasting your commander seems too easy...
Clarified wording
That text makes me slightly think that
> Spells you cast cost less to cast.
> Activated abilities of cards in your graveyard cost less to activate.
Somehow I think the intention is that spells and abilities you cast and/or activate cost less to cast. Perhaps Ashes of the Abhorrent could help here.
> Spells you cast from graveyards cost less to cast and activated abilities of cards in your graveyard cost less to activate.
Instant speed land destruction is questionable. Some players think they can stop spells, that have been already cast, from being cast. So the same issue as with Silence and the reason why it has that reminder text.
Why does this have that in that mana cost? 1/1 deathtouchers for 1 are commonly seen cards in both green and black. It could even cost if need be.
Cards like this tend to be uncommon: Banisher Priest and Fairgrounds Warden. You can overwhelm your opponent quickly in limited with these if you have numerous copies. They are like virtual Nekrataals.
Formal logic systems are my bane and my salvation.
That "printed types" idea looks like a very bad idea.
One common way to handle the changeling issue is to add some nonrelevant type outlier.
For example:
> Whenever a non-Brushwagg creature ETBs under your control, ...
> Almost every set has a card like this
Cantrips with targets? Yes. Cantrips that use "up to N target" in their wording? I think, I found bout half a dozen in the whole game.
And the interaction we are talking about is specifically about the more narrow subset, because it is about the card working differently depending on a choice you cannot make for most cantrips.
Almost every set has a card like this
The "up to" clause allows you to cast the spell without targets (in which case it does not get countered for all its targets becoming illegal), but if you choose a target nevertheless, then making that target illegal will counter the spell as a whole.
I cannot for certain tell you which rules the Rulings intend to reference, but these three seem relevant:
> "114.6. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them."
> "601.2c. [...] Once the number of targets the spell has is determined, that number doesn't change [...]"
> "608.2b [...] If all its targets, for every instance of the word "target," are now illegal, the spell or ability doesn't resolve. [...]"
Anyway, the ruling is consistent e. g. Repel the Darkness Rulings:
> "6/15/2010: You may target zero, one, or two creatures. The creatures don't need to be untapped.
6/15/2010: If you target zero creatures, Repel the Darkness can't be countered for having no legal targets. When it resolves, all that happens is that you draw a card.
6/15/2010: If you target one creature and that target is illegal as Repel the Darkness resolves, the spell is countered. You don't draw a card.
6/15/2010: If you target two creatures and they're both illegal as Repel the Darkness resolves, the spell is countered; you don't draw a card. If just one is illegal, the spell does resolve; the remaining legal target becomes tapped (if it's untapped at that time) and you draw a card."
Rule 608.2b. If there are targets and all of the targets are illegal, the spell is countered. There's no way around it
It shouldn't be countered. That's why the abilities are separate, and one of the functions of the up to clause.
What rule does that?
In case this ever comes up: If you choose to cast this with a target and that target is removed, the spell is countered and you won't draw a card (comparable to Expose Evil Card FAQ).
I'm trying to make a card that can overcome this wrinkle for a specific case and thought pointing this out may be useful.