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Concepts, Themes, Mechanics | Skeleton |
Recent updates to Arena: (Generated at 2025-05-01 01:08:01)
Arena: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Concepts, Themes, Mechanics | Skeleton |
Recent updates to Arena: (Generated at 2025-05-01 01:08:01)
Thanks, Alex.
Ah, I see what you mean! I don't know if it works for P/T, but you could ask the same question about other characteristics. I think I know the answer, but I'm not sure.
If they're in different layers (eg. all copy effects are determined before all control-changing effects), the first layer is always completed first.
If they're in the same layer, I think you'd get something like:
I believe the answer is that normally they would be applied in timestamp order, but because #2 depends on #1 and #3, #1 and #3 are determined first, and then #2, so it ends up with neither ability.
However, if there's a dependency loop, the effects revert to a timestamp order, so I don't know if you could have something like:
I'm really really not sure, but I think #2 and #3 form a dependency loop, so are applied in timestamp order, in which case, I think it ends up with flying but not trample??
I don't understand this. I added linebreaks in the comment.
Test1 test 2
... ok, I shake my fist at thee, markdown!
Yeah, many of Vitenka's comments have lost linebreaks. I edited them in for the rest of us.
Sorry, were there some missing line breaks in that? I can't quite see what sequence of abilities that was.
But but.. Maths! (I kinda expect the last P/T setting ability granted to be the one that wins. I do wonder what happens if you manage to grant:
~ has P/T 7
While ~ has P>3, ~ has ...
~ has P/T 1
Though. Does it get to check the intermediately evaluated P/T or not?
LOL. IIRC the rules just about handle Maro-Nightmare, but I don't think the judges would. The most hilarious interpretation would be "the number of cards in your hand is equal to the number of swamps you control", but I don't think it ever works like that :)
Magic has been happy to grant activated abilities for a while now: this is similar to Quicksilver Elemental, but there's been Myr Welder, Necrotic Ooze, Dark Impostor and probably others. I think it's very deliberate that they're all rare, and it might be more sensible to step down to uncommon before common, BICBW.
MtG has so far shied away from granting arbitrary triggered or static abilities. It's a constant disappointment that cards like The Mimeoplasm don't properly mash two cards together. I imagine there are probably good reasons, but I've not seen them.
Note, though, that characteristic-defining abilities are a subclass of static abilities, and they shouldn't be copied. If you point this at Maro, it gets Maro's size-specifying ability. If you point it at Maro and Nightmare in the same turn, the resulting Maro-Nightmare is well named.
Huh. First off, I like the idea of a common creature that activates to get all activations on another card. I'm less sure about the static abilities... I guess I just like to see Magic take one step at a time. But, sure, that's cool too.
I'm curious, though, as to why this needs to be at sorcery speed. What are you seeing DFR that I'm not? New World Order perhaps?
Don't mind me DrugsForRobots... I'm not here to say whether your card is fair or not. I just saw this subject and couldn't help but proclaim my love for this article on Deadbridge Goliath and this paragraph in particular from Tom LaPille. Feel free to skip it if you read it already.
> Shawn Main recently said something wonderful that I will share with you, although I am sure I will not get it exactly right: "Every time I meet someone who says he or she'll never get to eight mana, I think to myself that I have met an optimistic person." What he means is that most Magic players only think about the good situations: mulligans to four, two-land hands that never give you a third land, five-land hands that give you five more by turn seven, and other horrible things. Those players still work to maximize their best draws, but they also work to minimize the disasters that take place when they get their worst draws. Mechanics like flashback and scavenge help do that, and as such they are usually undervalued by optimistic people."
It's so damn true. 35% of the games I play, I have 8+ land on the battlefield by games end. Rarely do I have anything extra to do with all those lands... which isn't really my fault, since designers don't like to design little bonus things I can do with all that mana, because players don't ever seem to think they will ever have that much mana in play... even though they often do.
I seemed to recall hearing that the reason the replicate cost was the same as the mana cost was that it didn't occur to anyone until too late it could be different, although I can't find the article now. Although I agree with the underlying point that paying full price for a second copy is normally fair even if it would seem expensive.
There's a reason replicate spells like Vacuumelt always keep the replicate cost the same as the mana cost. Comet Storm at least required a decent pump into X before taking advantage of its multikicker-as-replicate.
Wowsers. That's quite a lot better than Unmake. Compare with Twinstrike. That would destroy two creatures, for 5 mana, in two colours, and only if you're hellbent. Violent Ultimatum costs 7 mana in three very specific colours to destroy three creatures.
This would exile two creatures for 4 mana, three creatures for 5 mana, four for 6 mana... This is way, way too good at the moment.
The first ability is awesome and fun.
The second one I don't think works. What's meant to happen if, say, a Quicksilver Geyser targets this and something else? Or you try to use this as the first target of Soul's Fire?
Hmm. It's a smaller Llanowar Sentinel. In the right colour: white is the colour of a weenie army, and this is rightly placed now. Remininscent of Squadron Hawk.