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Things we've been playing wrong
Topic Started: May 21 2008, 06:18 PM (430 Views)
Dan
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This thread is dedicated to pointing out anything that we have messed up with the rules of the game. If you have seen anything in the rules that seems to contradict the way that we have been playing, post it here. I'll start:

  • Summoning sickness is when cards come under a player's control. If a creature has not been under your control since the last upkeep, it has summoning sickness. Cards that were facedown without summoning sickness do not have summoning sickness when they morph face up.
  • Destroy means to remove a permanent from play and put it in its owner's graveyard. Creatures that are sacrificed are not considered destroyed. Regeneration works when the creature is destroyed.
  • Mana burn occurs at the end of each phase, not at the end of the turn.
  • You do not draw during your upkeep step. You draw during your draw step.
  • Damage that is dealt during combat goes on the stack. This means that a player may play instants or use activated abilities after damage is dealt but before damage is subtracted from the creature's toughness (for example, if my serra sphinx blocks your wilt-leaf liege, I can unsummon my serra sphinx and it will take no damage, but your wilt-leaf liege will take the 4 damage and be destroyed.)
  • Matt is always wrong. :P


If you have any findings, feel free to post them, I will post more as I find them.
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Joseph
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  • Matt is almost always wrong, except when he is going against himself. :)
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Dan
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Two new updates that occured this weekend:

  • Triggered abilities go on the stack when the player receives priority, ie, acting player first.
  • Characters with negative power deal zero damage, and you have to pump them up past zero to give them a positive power.
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Joseph
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  • Equiping is like a sorcery, not an instant.
  • Equipment does not dissapear when the equipped creature dies.
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Dan
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  • Summoning sickness affects attacking, tap, and untap abilities.
  • State-based effects are static abilities that do not remain constant (for example: this creature's power and toughness are equal to the number of cards in your hand). State-based effects are checked whenever the controller receives priority. This means that a card that said "discard your hand and draw seven cards" would not cause your creature to have zero toughness at any one point, because the state-based effect checks before and after the card resolves.
Edited by Dan, Jun 2 2008, 08:19 PM.
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Dan
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  • You must choose whether to use conspire before an opponent responds to your spell. If your original spell is countered and you had used conspire, the copy is not countered.
  • If multiple creatures with persist are put into a graveyard at the same time, the active player puts all of his creatures on the stack first, then the other player puts his on the stack. This means that the nonactive player's creatures come into play first. (sorry Colin) ;)
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Dan
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  • An unblocked creature with double strike deals damage twice to the opponent. For example, an unblocked 2/1 with double strike would deal 4 damage to the opponent.
  • Multiple instances of conspire and flanking are not redundant. This means that a creature without flanking blocking a creature with two instances of flanking will get -1/-1, then -1/-1 again. A spell with two instances of conspire allows you to tap four creatures that share a color with it and create two copies of the spell. I plan to create a topic that states which abilities are redundant and which are not.
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Dan
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  • Trample is an optional ability.
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killer
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Genius, but with some ADD

-matt is always wrong, except when he is right
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killer
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Genius, but with some ADD

also, whenever joe is screaming load and fast THAT DOSNT MEAN HE IS RIGHT
(sorry joe but its true)
Edited by killer, Jun 10 2008, 03:20 PM.
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