I'm new to Magic: the gathering and have questions
I have a question. How long does a stack remain open? Does it stay open for a whole phase, Or does it only stay open if someone lays a spell down immediately after the first spell?
I am asking this because my opponent has the card "Voracious Hatchling" . For example, If he lays down voracious hatchling and then cast two black spells ( a -1/-1 counter is removed from voracious hatchling every time a black spell is cast) can I then cancel voracious hatchling with a cancel spell ? (this all happened during the first main phase)
A spell is played, then goes on the stack, then resolves. When a spell resolves & there are no further spells on the stack, it ends. Any more spells played (even during the same phase) form a brand new stack. In your example, if the voracious hatchling is "laid down" it has already resolved & left the stack. Cancel can't touch it.
Btw, I strongly suggest you play in a local tournament & gain some exposure to advanced players. You've been playing too long to still be asking something this basic.
Optician_Of_Urza
Snowy Owl
Joined: 18 Jan 2009
Age: 35
Gender: Male
Posts: 168
Location: Reading, England
Mana burn remained in the game from its creation up until tomorrow, when the new rules come into effect. There have been few instances where it has been relevant (some tricks including burning yourself intentionally to manipulate your life total for example).
Evidence: for a start, it was noted in the latest update. Also, some cards have referenced mana burn eg:
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"Always do right. This will gratify some people, and astonish the rest." - Samuel "Mark Twain" Clemens
Optician_Of_Urza
Snowy Owl
Joined: 18 Jan 2009
Age: 35
Gender: Male
Posts: 168
Location: Reading, England
Wow, there was an explosion of posts that I missed for a second.
I have a question. How long does a stack remain open? Does it stay open for a whole phase, Or does it only stay open if someone lays a spell down immediately after the first spell?
I am asking this because my opponent has the card "Voracious Hatchling" . For example, If he lays down voracious hatchling and then cast two black spells ( a -1/-1 counter is removed from voracious hatchling every time a black spell is cast) can I then cancel voracious hatchling with a cancel spell ? (this all happened during the first main phase)
A spell is played, then goes on the stack, then resolves. When a spell resolves & there are no further spells on the stack, it ends. Any more spells played (even during the same phase) form a brand new stack. In your example, if the voracious hatchling is "laid down" it has already resolved & left the stack. Cancel can't touch it.
Btw, I strongly suggest you play in a local tournament & gain some exposure to advanced players. You've been playing too long to still be asking something this basic.
Once a creature spell resolves it goes to the battlefield. From then on, it is a creature (not a creature spell). Because it's not a spell, you can't Cancel it any more. If he did all these actions in one rapid fire go that didn't give you a chance to respond, you should ask him to give you a chance to do things, and rewind a bit.
I can't think if a single time in Magic history when it has worked like that. Before Sixth Edition, a blocked creature that became tapped didn't deal combat damage, but they never tapped just by virtue of being declared as blockers.
_________________
"Always do right. This will gratify some people, and astonish the rest." - Samuel "Mark Twain" Clemens
I have a question. How long does a stack remain open? Does it stay open for a whole phase, Or does it only stay open if someone lays a spell down immediately after the first spell?
I am asking this because my opponent has the card "Voracious Hatchling" . For example, If he lays down voracious hatchling and then cast two black spells ( a -1/-1 counter is removed from voracious hatchling every time a black spell is cast) can I then cancel voracious hatchling with a cancel spell ? (this all happened during the first main phase)
A spell is played, then goes on the stack, then resolves. When a spell resolves & there are no further spells on the stack, it ends. Any more spells played (even during the same phase) form a brand new stack. In your example, if the voracious hatchling is "laid down" it has already resolved & left the stack. Cancel can't touch it.
Btw, I strongly suggest you play in a local tournament & gain some exposure to advanced players. You've been playing too long to still be asking something this basic.
Actually, the way you describe it is the way I thought it worked. I just wasn't 100% sure. I play the game with my family members because the nearest tournament place is over an hour away. Also, I'm not the most sociable person either. Some day I do want to participate in friday night magic though.
Oh, and I checked out those cards you listed. They're pretty awesome! I'll have to get my hands on some of those in the future. Now I understand why someone would want shroud on their lands.
Actually, the way you describe it is the way I thought it worked. I just wasn't 100% sure. I play the game with my family members because the nearest tournament place is over an hour away. Also, I'm not the most sociable person either. Some day I do want to participate in friday night magic though.
One suggestion if I may. The new set, M10, is having a prerelease events this weekend & a launch parties the next. These events are always a good time & well worth the drive. They're pretty big & have a wide variety of people looking to get their hands on the new set. All kinds of people brought together for they're affinity for playing magic. You'll blend right in.
Here's a link you can use to search for one near you:
http://ww2.wizards.com/StoreAndEventLoc ... -82.907123)&ReturnParamMapZoom=7&ReturnParamMapSearch=ohio&ReturnParamMode=play&ReturnParamCheckedProducts=Magic%3A%20The%20Gathering%3B&ReturnParamCheckedEvents=1%3A45%2C1%3A57%3B&ReturnParamCheckedEventBrands=1%3Ax%3B&ReturnParamTablePage=1&ReturnParamLastDirectionsQuery=null
Actually, the way you describe it is the way I thought it worked. I just wasn't 100% sure. I play the game with my family members because the nearest tournament place is over an hour away. Also, I'm not the most sociable person either. Some day I do want to participate in friday night magic though.
One suggestion if I may. The new set, M10, is having a prerelease events this weekend & a launch parties the next. These events are always a good time & well worth the drive. They're pretty big & have a wide variety of people looking to get their hands on the new set. All kinds of people brought together for they're affinity for playing magic. You'll blend right in.
Here's a link you can use to search for one near you:
http://ww2.wizards.com/StoreAndEventLoc ... -82.907123)&ReturnParamMapZoom=7&ReturnParamMapSearch=ohio&ReturnParamMode=play&ReturnParamCheckedProducts=Magic%3A%20The%20Gathering%3B&ReturnParamCheckedEvents=1%3A45%2C1%3A57%3B&ReturnParamCheckedEventBrands=1%3Ax%3B&ReturnParamTablePage=1&ReturnParamLastDirectionsQuery=null
That's cool. I'll have to attend a prerelease event sometime, but right now I am broke.
So, does everybody buy a bunch of M10 cards when they are there and then they play against each other? M10 cards are the only ones allowed there, correct?
I have a couple of questions. If a creature has shroud, is it protected from just activated abilities (like tap or remove from game) or all abilities (for example, deathtouch)?
If a creature is removed from the game by the "turn to mist" card and it is returned to the game at the end of the turn, it counts as it returning to play when it comes back right? I'm just making sure that I am using my "turn to mist" and "meddling mage" combo correctly.
Optician_Of_Urza
Snowy Owl
Joined: 18 Jan 2009
Age: 35
Gender: Male
Posts: 168
Location: Reading, England
So, does everybody buy a bunch of M10 cards when they are there and then they play against each other? M10 cards are the only ones allowed there, correct?
I have a couple of questions. If a creature has shroud, is it protected from just activated abilities (like tap or remove from game) or all abilities (for example, deathtouch)?
If a creature is removed from the game by the "turn to mist" card and it is returned to the game at the end of the turn, it counts as it returning to play when it comes back right? I'm just making sure that I am using my "turn to mist" and "meddling mage" combo correctly.
It's late here so I'll cover the prerelease question another time or someone else can handle it.
If it has shroud, it can't be the target of spells or abilities. So say we have a 2/2 with shroud. My opponent can't target it with Lightning Bolt. I can't target it with my Giant Growth or Oakenform. It can't be the target of Prodigal Pyromancer's ability. If it is dealt damage by a source with Deathtouch (say a 1/1 Deathtouch guy in combat), it will be destroyed. It can't be the target of spells or abilities. Deathtouch doesn't target, so shroud is irrelevant in the example I gave.
At the beginning of the next end step, the exiled creature will enter the battlefield. In the case of a Meddling Mage, as it enters the battlefield, it's owner chooses a card as per its ability.
Now I have the feeling that you may want to keep exiling and returning Meddling Mage to ban as many cards as possible from being cast (I've heard of similar ploys with Runed Halo). That won't work. The static ability stopping the named card from being cast only works as long as the Meddling Mage is on the battlefield. It leaves, and later returns having lost all memory of its previous life. The game sees a completely new object, you name a card, and while Meddling Mage is on the battlefield, that card can't be cast.
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"Always do right. This will gratify some people, and astonish the rest." - Samuel "Mark Twain" Clemens
So, does everybody buy a bunch of M10 cards when they are there and then they play against each other? M10 cards are the only ones allowed there, correct?
You pay a flat rate to the tournament organizer ($25-$30) & they hook you up with everything. You get six packs of the new set, open them, & build 40 card decks out of the cards you open (you're allowed to add more basic land of course). Then you play in a swiss format tournament with everyone else. You recieve prizes based on your placing & the organizer gives out random door prizes & pre-release cards too.
For example, I played in a 62-player tournament this afternoon which was 6 rounds. I ended up 5-1, (4th place), & won 9 more packs. Also got a promotional pre-release card, & door prize (a collectible bottle of magic-themed Jones soda, lol).
You caught me.
Rats!
So if a card has an ability like that, it only works as long as the card is in play.
For example, I played in a 62-player tournament this afternoon which was 6 rounds. I ended up 5-1, (4th place), & won 9 more packs. Also got a promotional pre-release card, & door prize (a collectible bottle of magic-themed Jones soda, lol).
Sounds pretty fun. Sixty-two players!
Some more questions...
Tapping lands doesn't use the stack, does it? If I tap one of my opponents lands with my icy manipulator, does that give my opponent one extra mana in his mana pool?
If my opponent cast tarfire on my mistmeadow witch and I then remove mistmeadow from the game until the end of the turn, does tarfire go to the graveyard or back into my opponents hand.
Along the same line of questioning, does fodderlaunch still do five damage to me if I remove it's targeted creature from the game?
If I remove a creature from the game until the end of the turn that has an enchantment on it, does it return to the game with the enchantment on it? What about an equipped artifact?
Optician_Of_Urza
Snowy Owl
Joined: 18 Jan 2009
Age: 35
Gender: Male
Posts: 168
Location: Reading, England
Tapping lands doesn't use the stack, does it? If I tap one of my opponents lands with my icy manipulator, does that give my opponent one extra mana in his mana pool?
Tapping lands for mana doesn't use the stack. An effect that taps a land doesn't force it to produce mana. However if they want to the controller of that land would have had the opportunity to tap the land for mana in response to that ability if they wanted the mana (and now that mana burn is gone, they might as well).
Tarfire is countered due to having no legal target and goes to the graveyard.
Fodder Launch is countered due to having no legal targets and goes to the graveyard. It has no effect (so no -5/-5 and that creatures controller doesn't take 5 damage).
The creature is exiled and state based actions check. They find that any auras/equipments that were attached to it are attached to nothing. Auras go to the graveyard and equipments become unequipped. (The same will happen if the auras or equipments are attached illegally for any other reason, such as protection or an aura with "Enchant tapped creature" attached to a creature that has been untapped)
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"Always do right. This will gratify some people, and astonish the rest." - Samuel "Mark Twain" Clemens
Good, I've been doing things correctly then.
I recently looked over the new magic2010. It's enough to make me drool! Let me know if any of you get some great cards. Feel free to brag! I still don't have a planeswalker card, they look awesome. I would love to get my hands on the darksteel colossus card.
I was very close to winning prizes in the M10 sealed deck tourny I played at over the weekend. I pulled a Shivan Dragon and a Ball Lightning so that pretty much guaranteed I'd be using red
One game, I thought I was going to lose. On the last turn, I had 3 life and my opponent had 18. I had some big creatures out, including my Shivan, but couldn't risk attacking because I needed blockers. On that turn, I drew a Panic Attack which makes it so 3 of his creatures can't block. I was able to hit him for 18 exactly for the win.
I was very close to winning prizes in the M10 sealed deck tourny I played at over the weekend. I pulled a Shivan Dragon and a Ball Lightning so that pretty much guaranteed I'd be using red
One game, I thought I was going to lose. On the last turn, I had 3 life and my opponent had 18. I had some big creatures out, including my Shivan, but couldn't risk attacking because I needed blockers. On that turn, I drew a Panic Attack which makes it so 3 of his creatures can't block. I was able to hit him for 18 exactly for the win.
Optician_Of_Urza
Snowy Owl
Joined: 18 Jan 2009
Age: 35
Gender: Male
Posts: 168
Location: Reading, England
Well not a prerelease story but today I Winston drafted with a couple of friends and had some pretty sweet plays. Two of them were Fireball. One game I drew it at exactly the last possible opportunity and cast it for the win, the other time I used to to kill of two annoying 4 toughness guys (yes, it cost 9R to cast, 8 to ensure that it would deal 4 to each, 1 to add a target and R).
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"Always do right. This will gratify some people, and astonish the rest." - Samuel "Mark Twain" Clemens
I love close games. Shivan dragon is great and even though ball lightning is only good for one turn, it's still a pretty awesome card.
Fireball is exactly the kind of card I need. That's a great damage spell.
I know it's not magic10 related, but lately I have been using the unscyth killer of kings card. I love that card! Combine it with the lich lord of unx, and you've got a pretty good combo.