My Universe, My Rules: Recent Activity
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Recent updates to My Universe, My Rules: (Generated at 2025-09-15 16:18:08)
My Universe, My Rules: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to My Universe, My Rules: (Generated at 2025-09-15 16:18:08)
Alex: Doh. Yes.
Creatures are attacking in the Declare Attackers, Declare Blockers, Combat Damage, and End Of Combat steps. It's only once the game moves to Postcombat Main Phase that a creature stops being an attacking creature.
Jack: All of your wordings that are meant to trigger need a "Whenever". Anything starting "If" will not trigger, but defines a static ability instead. Anything starting "If" that says "UEOT" probably doesn't work.
A shame, but one I can live with. (Won't it currently also go down to 4/4 as soon as it deals its damage, since thenit's not blocked, or attacking, any more?)
I think there's almost nothing or actually nothing that will put a creature into blocking without using the declare blockers phase, it just felt cleaner that way.
Possible wordings:
"~ has +4/+4 and trample if it was blocked this turn but has no creatures blocking it." -- should give it the bonus for the whole turn, but may be confusing to read.
"If all creatures blocking ~ stop blocking it, ~ gets ... until end of turn." Triggers twice in the unusual case that it's reblocked.
"If the last creature blocking ~ is removed..." as above.
"If ~ becomes blocked by no creatures..." probably doesn't work rules-wise
BTW, I think momentary blink and similar will always return something to play not attacking/blocking.
I'd not even though of multiple combat phases. My intuition says if it should stay 8/8 but if it's blocked it should go down to 4/4 again, but I'm not sure.
ETA: Ah, good examples from Alex. Also, I'd forgotten that if it was reblocked we have to decide if the ability still applies or not: I think the original intention is that if it's reblocked it goes down to 4/4, which I think is only fair. (Although you could decide the reverse.) If so, it HAS to be a static ability.
At the moment it's not anything that can accept UEOT, because it's a static ability that's either on or off. (This also means it can't apply doubly, for the same reason.) There are very few things that allow you to make a creature become blocked if it wasn't before: Flash Foliage, Trap Runner and Balduvian Warlord are it, I think.
Mmm, yes, it unpumps as soon as it's not "Blocked but no creatures blocking it" doesn't it.
I wouldn't mind it getting +8/+8 if it somehow manages two combat phases, that sounds like a good kind of abuse for it. Are there many things that allow a player to do the block/unblock thing? This and a momentary flicker sounds hilarious though, so maybe just adding UEOT to its effect would work?
Oh, hey, I got something right for once. It must be Friday!
Vitenka: Yes, as far as I can tell, that's right. I'm looking for a wording that will give it the pump until end of turn, so it doesn't die at end of combat, yet not trigger multiple times even if it's blocked and unblocked and then blocked and unblocked again, but I can't think of anything good. It could be made a little simpler by making it red and giving it +4/+0, so the toughness doesn't matter as much.
(To be honest, it will probably be much the same if it was just 6/4 trample, but that would sort of defeat the original intention.)
See Bandersnap for some more comments on this (before it split off into its own card)
So the conclusion is that it works as intended? If blocked but blockers die before it hits them, it does power+4 to opponent (and gains toughness) and if blocked but everything dies, it dies?
Heh. Nice. That indeed hasn't been done before, and indeed sortof-just-about works. (Your reminder text isn't actually the way the rules go at the moment, but one could easily change the rules so that that was correct.)
1) Wow. Er, d'oh, you are of course completely right.
2) Well... yeah, true. :)
1) I'm still unsure. It seems the sequence of events is:
i) Mass-damage spell resolves. Damage is marked on both creatures. Bandersnap is still blocked by a creature. ii) Just before I receive priority, state-based effects are checked. Both creatures have lethal damage. Bandersnap is still blocked by a creature. "As a single event" both are put into the graveyard. iii) Just before I receive priority, state-based effects are checked again.
So my question is, in the middle of the resolution of checking state-based effects, no-one receives priority, and no state-based effects are checked, and static effects DO apply, but is there any time when the blocking creature is put into the graveyard, but bandersnap isn't? Even if so, aren't they both checked first, and then put into the graveyard afterwards, so even if bandersnap were 8/8 it would be too late?
2) True, but all of the most plausible ways of defining it make "plains" a subtype of the card, and I think "search for a plains card" means "search for a card with subtype plains" (though I'm not sure.)
May as well follow that templating, too. Oooh, and a typo gives me a great new twist!
Alex - Thanks for rules knowledge :)
5) But don't the comp rules say that a mana ability is an activated ability that doesn't target? And only mana abilities skip the stack? (Eg. http://wiki.mtgsalvation.com/article/Mana_ability although I don't know if that's up to date.) Spectral searchlight says "choose a player".
6) LOL. Yes, although I think that description was probably the right one to use, given that it's simpler to follow as long as only lands DO have that subtype.
Land shark
This ability is now similar to Spectral Searchlight.
I don't see why plains shouldn't be a legal creature type. It's just a new creature type, that's all. And some cards that were lazy about not saying "search for a land - plains" get better :)
Ala what?
See Plainshark for the horible mana ability creature (now less horrible and indeed rather boring)
Cool. I didn't mean to nag, but I think this is a cool card by itself (it may still not be balanced, but it's definitely in the right ballpark :))
Flavour text: "knock knock"? a la land shark? :)
Well, given the plainshark thing is a whole different thing to the general concept (A creature that says "Stay STILL dammit, if you block me, I'm GOING to hurt you one way or another") I see no problem with splitting that.
See if I can make a cycle of it.
Coming in with the Rules Advisor perspective:
1) Actually, surprisingly, it lives. It takes 4 damage, but the static ability kicks in before the state-based action of lethal damage is checked. (EDIT: Of course this is rubbish. It's still blocked by a creature at this point, so it dies. Thanks Jack!)
2) is somewhat undefined since V is breaking the rules for land subtypes anyway. This goes however V wants it to.
3)-4) are accurate.
5) I think is inaccurate. Just because something targets, doesn't make it use the stack. Wizards are consistent about only putting the word "target" on things that do use the stack because duh. But V's breaking that guideline here, but it still doesn't use the stack. It's a mana ability just like Spectral Searchlight's.
6) I had to go check the Comp Rules for, but you're right. Wow. 305.6 only gives the mana ability to lands with basic land types.
I know you don't really want to, but are you sure you don't want to separate this into two separate creatures, one with the super-trample ability, and one with the plains ability? If you made the equivalent of "tribal creature -- plains 2/2" it might just be printable.
Currently I'd put in a deck with:
4x Arid Mesa
4x Flooded Strand
4x Marsh Flats
4x Windswept Heath
4x Plainshark
40x whatever
And mulligan until I have 2-3 lands in hand, then play this for 1 life on turns 1, 2, 3. Which isn't degenerate for extended, but dual lands need to be MORE overpowered? :)
:)
Ok - my thoughts on what this is for: It's supposed to mainly be an interesting speedbump. Drop it on 3, opponent then misses their 3 drop and you've gained a turns advantage. (Well, maybe - depends if you wanted to cast something in main1)
Then, of course, there's the symmetric lock, that you can turn off when you need to (but it stays turned off). If you can find a way to give it lots of toughness, or non-mana regeneration or heavens-forbid indestructibility - it becomes a nice "Ok, gamestate as it is, let's play" (And alternate costs become interesting workarounds)
And finally, if you can find some way of giving it a mana-free untap ability as well, you can break the symmetry and win (though your opponent still has an instant-speed window to act in when you act.)
But mainly, it's a speedbump that's just egging people to find a way to abuse it.