Post by cajun on Nov 3, 2018 11:16:30 GMT
Quick question: My opponent has a Dralnu's Crusade, I have a Goatnapper that they've turned into a Goat Rogue with Artificial Evolution. Now I cast Extinction naming Zombies. Does it get my Goat?
"Uhhhh, Judge?!"
Unless you're a judge, that situation might seem hairy to untangle. Just how do we figure what order to apply these effects in? Magic's answer to this question is the Layers system, a group of rules that usually works in intuitive ways thanks to Wizards' diligence in avoiding effects that muddy the waters. As an aspiring designer though, you're going to want have more than your intuition. I've lost count of how many times I've seen an ability that's "never been done" and see that it's because it doesn't play nice with the rules. So, just what are those rules?
Interaction of continuous effects (or, the Order of Layers)
So when you've got a load of continuous effects (static abilities and temporary effects from spells/abilities), what order do you apply them in? The first step is to divide them into the type of change the effect causes. An effect can cause changes on multiple layers, but it will do so in this order still:
3. Text-changing
4. Type-changing
5. Color-changing
6. Ability-changing
7. Power and/or toughness-changing
7a. Characteristic power and/or toughness (*/* creatures)
7b. Changes to base power and/or toughness
7c. Gets +X/+X, -X/-X, etc., and changes due to counters
7d. PT switching
Now lets run down our scenario again:
The first thing we have is a text-changing effect, changing Goatnapper from a Goblin to a Goat.
Next is our type-changing effect Zombifying all Goblins, but Goatnapper is no longer a Goblin and is unaffected.
Then the color-changing effect and power/toughness-changing effect makes the Goblins black and gives them +1/+1, but they won't get to enjoy their buff for very long.
When Extinction resolves, it sees Goatnapper as a 2/2 red Goat Rogue and passes it by to raze its zombified brothers.
Designing With Layers
The main thing to keep in mind with layers is that each (sub)layer should only care about layers above it. A power/toughness effect can care about an ability, which is why Favorable Winds works. A copying effect can't care about who controls the permanent, which is why Volrath's Shapeshifter is a very strangely worded card these days. The vast majority of layer errors comes from making that mistake between layers 6 and 7, like "Creatures you control with power 4 or greater have flying."
Anything that doesn't fall under one of these layers can be referenced at any point. You can control all tapped permanents. You can make all creatures with +1/+1 counters on them green Mutants. There are also some tricky ones you can do like "Creatures you control with power 4 or greater can't be blocked." Notice that those creatures don't "gain" an ability, so this effect doesn't actually use the layers system.
The spoiler below goes a bit more in depth into each layer, and shows some examples of abilities enabled and disabled due to their placement in the system. If you'd rather see how we order these effects once we have multiple on a layer, read on.
1. Copiable characteristics
Before we change anything about a card, we apply copy and merge effects. This makes it so copied and implicit attributes are equal in the eyes of everything that follows.
1a. Copy and merge effects
Copy and merge effects, being at the top, have the most restrictions on what they can care about. However, these designs so very rarely show up because they are weird and unintuitive. Abilities like "Blue creatures are a copy of ~" or "Creatures with flying are a copy of ~" are more likely to show up as an activation or trigger where they don't cause problems than as a static ability even without layers.
The main incorrect design we see because of this layer is "Creatures you control are a copy of..." Because we haven't changed control of permanents yet, this will affect creatures you own, regardless of who ends up controlling them, and because we haven't changed types yet, this will apply to creatures that stop being creatures, but not noncreatures that become creatures. Wizards' approaches to the ability can be seen in Infinite Reflection and Deceiver of Form.
You Can:
Tapped permanents are a copy of this permanent. ("Being tapped" can't change due to layers.)
You Shouldn't:
Each creature you control is a copy of this permanent. ("Being a creature" and "being controlled by you" haven't been locked in yet.)
1b. Face-down characteristics
After we've gone through all the copying and merging, then we apply the changes from face-down permanents and spells. Normally this changes them into colorless 2/2 creatures with no name, but if there are other effects that turned them face down, such as Tezzeret, Cruel Machinist, those will apply here as well.
1c. Copiable characteristics are locked in
Nothing actually happens in this step, it just tells us we're done modifying copiable values. Anything that becomes a copy of a spell or permanent will use whatever the card looks like at this stage to determine its copy effect.
2. Control-changing
Speaking of, next up is control effects. In order for those static abilities to apply to "All Xs you control", we gotta make sure you've got everyone under control first.
Control effects have about as many restrictions as copy effects, but again you rarely see those designs that conflict with the rules like "You control all blue creatures." because they're just effects that are strange as statics. If you do end up wanting to use one of those weird control conditions, just keep it on a trigger or activation.
You Can:
You control all tokens. ("Being a token" can't change due to layers.)
You control permanents that are copies. (This ones really weird but technically doable.)
You Shouldn't:
You control all blue creatures. ("Being a creature" and "being blue" haven't been locked in yet, so you'll only control things that started as or copied a blue creature.)
3. Text-changing
The last thing we want to change before we get started on the meat of continuous effects is those handful of effects that try to change "Elves you control get +1/+1" to "Goblins you control get +1/+1" and other such nonsense.
As before, if you're wanting to do something wacky like "Change the text of Elves you control by replacing..." you're gonna want to change that to be like "Change the text target Elf..." in an activation/trigger instead.
You Can:
Change the text of sources you control by replacing all instances of 2 with 3. (Control changes are done, so now we can use them as much as we want.)
You Shouldn't:
Change the text of creatures you control... (What is and isn't a creature is still up for debate.)
4. Type-changing
Now we're getting into more common effects that sometimes cause trouble. You might notice we haven't gotten to color yet, meaning things like "Green creatures you control are Goblins" is a no-go, but a potential workaround is "Creatures you control are green Goblins" which is fair game.
With most layers, the ordering is decided on effects you would like to enable. (This is why PT is last, it means we can give almost any characteristic +1/+1.) Type/Color is one that honestly could go either way in a vacuum, but Darkest Hour and Dralnu's Crusade have ensured this arrangement is here to stay. (The other potential switch is Copy/Control, which actually has a proponent for the switch in Volrath's Shapeshifter and no opposing effect that I'm aware of.)
You Can:
Creatures you control are green Goblins. (Now that we're in the type layer, we can care about types like creature here, and there'll be extra rules later for us to figure out what happens if same-layer conflicts happen.)
You Shouldn't:
Green creatures you control are Goblins. (Only creatures you control that started or copied a green permanent will be Goblins.)
5. Color-changing
Color changing (like text changing) is luckily a fairly rare effect so we rarely see layer conflicts here. We definitely want this before we change abilities or pts, but as mentioned above being after type changing is mostly due to already existing cards.
You Can:
All creatures are green. (Nothing can start or stop being a creature at this point.)
You Shouldn't:
Blue creatures are artifacts. (We've already changed types, so things that stopped being blue are still artifacts, and things that become blue aren't.)
6. Ability-changing
Ability changing is the easiest layer to explain.
You Shouldn't:
<Any Object> with power N has <ability>
<Any Object> with toughness N has <ability>
You Can:
Basically anything else.
Blue Zebra artifacts you control with flying that are copies have haste?
100% legit.
Now for the complicated one.
7. Power and/or toughness changing
There are a lot of ways for a creatures pt to change. There are so many we've had to make an order to apply them in. Because power and toughness are potentially going to be changing at every step, if you're going to refer to power or toughness in this layer, its best to refer to base pt rather than final.
7a. Characteristic PT
These are the effects like Lhurogoyf that say "~'s power is equal to..."
You Shouldn't:
~'s power and toughness are each equal to the greatest base power among creatures you control. (Base power can still change.)
~'s power and toughness are each equal to the greatest power among creatures you control. (At this point, it will only check Oracle text power and power already set in this sublayer, so it's the same as above.)
7b. Base PT Changes
These are effects like Humble that set a creature's power and/or toughness to a specific number. These numbers override the base PT set by the oracle text or characteristic defining abilities.
You Can:
~'s base power is equal to the greatest base power among creatures you control. (This uses the same-layer-conflict rules we'll see later, but now functions as expected.)
You Shouldn't:
~'s base power is equal to the greatest power among creatures you control. (We've still got some changing to do for the final power yet.)
7c. Gets +X/+X, -X/-X, etc., and changes due to counters
Any time an effect changes pt without specifying a certain number. You get to keep those gains even if you're humbled.
You Can:
Creatures you control get +X/+X, where X is ~'s base power.
You Shouldn't:
Creatures you control get +X/+X, where X is ~'s power.
7d. PT Switching
And now that we've finally got our power and toughness as high as we can get them, we have the one ability in layers that can depend on the final pt: About Face. Thanks to this layer being last, you don't have to do weird math to figure out how your buffs apply.
You Can:
Each creature with power 5 or greater has its power and toughness switched.
You Shouldn't:
Each creature with power 5 or greater has its power and toughness switched. (Seriously I made bottom-card-of-your-library-matters and even I think this is a bad idea :p)
Advanced Layers
So what happens if we have multiple effects occurring in the same layer? If I have Levitation and you have Gravity Sphere, what happens? Or Blood Moon and Urborg, Tomb of Yawgmoth? Or, Garfield forbid, Opalescence and Humility?
Characteristic-Defining Abilities
Characteristic-Defining Abilities (CDAs) are a special type of static ability that are applied before non-CDAs in each layer. An ability is a CDA if it:
1) is a static ability acquired through oracle text, a copy effect, a text-changing effect, or through the effect that creates the token that has it, and not gained through other means,
2) defines the power, toughness, subtypes, or colors of the object that has it,
3) does not directly affect any other object's characteristics, and
4) is not conditional (eg,"~ is green." is a CDA but "~ is green as long as you control a creature." is not.)
Dependencies
Once you've separated CDAs and nonCDAs and you still have two or more trying to apply at the same time, you now enter one of the most complex parts of Magic rules: Dependencies.
Dependencies allow us to care about things happening in the same layer, which has some heavy hitters like "Enchantments you control are creatures" and "Creatures you control with first strike have double strike." This does allow for some fiddling in the PT layer, but thanks to counters coming after PT boosts (likely to avoid encouraging this very thing) the best effect is being able to have base PT dependent on other permanents base PT.
An effect is dependent on a second effect if applying the second effect would change any of the following:
1) if the first effect exists (losing abilities is a common way to do this)
2) what objects the first effect would apply to (changing types is a common way to do this)
3) how the first effect would affect the objects it applies to (text-changing effects are the main culprit here)
The easiest way to do this is to see what happens if you apply two effects in each order. Once we have determined an effect is dependent, it will apply immediately after the effect it is dependent on.
For now, let's look at the first two cases:
Levitation vs. Gravity Sphere
If we apply Levitation, then Gravity Sphere:
All my creatures gain flying, then all creatures lose flying.
Gravity Sphere still has its ability, it applies to the same objects, and still causes them to lose flying, so Gravity Sphere isn't dependent on Levitation.
If we apply Gravity Sphere, then Levitation:
All creatures lose flying, then all my creatures gain flying.
Levitation still has its ability, it applies to the same objects, and still causes them to gain flying, so Levitation isn't dependent on Gravity Sphere.
They will have to wait for the next step to resolve their differences.
Urborg, Tomb of Yawgmoth vs. Blood Moon
If we apply Urborg, then Blood Moon:
All lands gain the Swamp subtype, then all nonbasic lands become Mountains.
Everything checks out, so Blood Moon is not dependent on Urborg.
If we apply Blood Moon, then Urborg:
All nonbasic lands become Mountains, then Urborg is a Mountain with "T: Add R." and no other abilities.
Urborg's ability no longer exists, so it is dependent on Blood Moon.
Since Urborg is dependent, Blood Moon will apply first and erase Urborg's ability. All nonbasic lands will be Mountains, and not Swamps at all.
Timestamps
Finally, if your effects weren't dependent (or you managed to create a loop of dependent effects), we come to the ultimate tiebreaker of layers. We've got Gravity Sphere vs. Levitation. They apply in the same layer, they're both non-CDAs, and neither is dependent on the other. Now what?
First come, first served (mostly). The remaining effects are applied from oldest timestamp to newest. Objects get new timestamps whenever they change zones, become attached to a new object, transform, or turn face-up/face-down. If you would have multiple objects get a new timestamp simultaneously, you choose the order they get their new timestamps at that time.
So let's look at our first scenario one last time:
If I played Levitation, then next turn you played Gravity Sphere, my creatures gain flying, then all creatures lose flying.
-> No one's creatures have flying.
If you played Gravity Sphere, then next turn I played Levitation, all creatures lose flying, then my creatures gain flying.
-> My creatures have flying, yours don't.
And to think, it only took us 2560 words to get to this point.
Now, we've got one last rule to contend with, and it has a lot to do with that last scenario there...
Opalescence vs Humility
Between Opalescence and Humility, we have four changes occurring on three layers in two abilities. As many of you know, this is about to get ugly.
Type-changing Opalescence makes all enchantments creatures.
Ability-changing Humility makes all creatures lose all abilities, including this ability.
Base PT setting Opalescence's effect has already started and so continues to set all enchantments' power and toughness equal to their converted mana cost.
Base PT setting Humility's effect has already started and so continues to set all enchantments' power and toughness equal to 1/1.
Humility and Opalescence aren't dependent on each other in the PT layer, so this is merely a question of timestamps. If Humility is newer, it's a 1/1. If Opalescence is newer, it's a 4/4.
But what if I have two Opalescence?
If the timestamp order is Humility, Opalescence1, Opalescence2:
All three become 1/1s, Humility and Opalescence2 become 4/4s, Humility and Opalescence1 become 4/4s
-> All three are 4/4s
If the timestamp order is Opalescence1, Opalescence2, Humility:
Humility and Opalescence2 become 4/4s, Humility and Opalescence1 become 4/4s, All three become 1/1s
-> All three are 1/1s
If the timestamp order is Opalescence1, Humility, Opalescence2:
Humility and Opalescence2 become 4/4s, All three become 1/1s, Humility and Opalescence1 become 4/4s
-> One of the Opalescence is a 1/1, Humility and the other Opalescence are 4/4
Aren't layers fun?
tl;dr - Don't statically gain abilities based on PT.
If you've got any further questions or layers snafus, post em below and I'll set em straight, and maybe stick em here in the OP if they're good!
"Uhhhh, Judge?!"
Unless you're a judge, that situation might seem hairy to untangle. Just how do we figure what order to apply these effects in? Magic's answer to this question is the Layers system, a group of rules that usually works in intuitive ways thanks to Wizards' diligence in avoiding effects that muddy the waters. As an aspiring designer though, you're going to want have more than your intuition. I've lost count of how many times I've seen an ability that's "never been done" and see that it's because it doesn't play nice with the rules. So, just what are those rules?
Interaction of continuous effects (or, the Order of Layers)
So when you've got a load of continuous effects (static abilities and temporary effects from spells/abilities), what order do you apply them in? The first step is to divide them into the type of change the effect causes. An effect can cause changes on multiple layers, but it will do so in this order still:
1. Copiable characteristics
1a. Copy and merge effects
1b. Face-down characteristics
1c. Copiable characteristics are locked in
2. Control-changing3. Text-changing
4. Type-changing
5. Color-changing
6. Ability-changing
7. Power and/or toughness-changing
7a. Characteristic power and/or toughness (*/* creatures)
7b. Changes to base power and/or toughness
7c. Gets +X/+X, -X/-X, etc., and changes due to counters
7d. PT switching
Now lets run down our scenario again:
The first thing we have is a text-changing effect, changing Goatnapper from a Goblin to a Goat.
Next is our type-changing effect Zombifying all Goblins, but Goatnapper is no longer a Goblin and is unaffected.
Then the color-changing effect and power/toughness-changing effect makes the Goblins black and gives them +1/+1, but they won't get to enjoy their buff for very long.
When Extinction resolves, it sees Goatnapper as a 2/2 red Goat Rogue and passes it by to raze its zombified brothers.
Designing With Layers
The main thing to keep in mind with layers is that each (sub)layer should only care about layers above it. A power/toughness effect can care about an ability, which is why Favorable Winds works. A copying effect can't care about who controls the permanent, which is why Volrath's Shapeshifter is a very strangely worded card these days. The vast majority of layer errors comes from making that mistake between layers 6 and 7, like "Creatures you control with power 4 or greater have flying."
Anything that doesn't fall under one of these layers can be referenced at any point. You can control all tapped permanents. You can make all creatures with +1/+1 counters on them green Mutants. There are also some tricky ones you can do like "Creatures you control with power 4 or greater can't be blocked." Notice that those creatures don't "gain" an ability, so this effect doesn't actually use the layers system.
The spoiler below goes a bit more in depth into each layer, and shows some examples of abilities enabled and disabled due to their placement in the system. If you'd rather see how we order these effects once we have multiple on a layer, read on.
1. Copiable characteristics
Before we change anything about a card, we apply copy and merge effects. This makes it so copied and implicit attributes are equal in the eyes of everything that follows.
1a. Copy and merge effects
Copy and merge effects, being at the top, have the most restrictions on what they can care about. However, these designs so very rarely show up because they are weird and unintuitive. Abilities like "Blue creatures are a copy of ~" or "Creatures with flying are a copy of ~" are more likely to show up as an activation or trigger where they don't cause problems than as a static ability even without layers.
The main incorrect design we see because of this layer is "Creatures you control are a copy of..." Because we haven't changed control of permanents yet, this will affect creatures you own, regardless of who ends up controlling them, and because we haven't changed types yet, this will apply to creatures that stop being creatures, but not noncreatures that become creatures. Wizards' approaches to the ability can be seen in Infinite Reflection and Deceiver of Form.
You Can:
Tapped permanents are a copy of this permanent. ("Being tapped" can't change due to layers.)
You Shouldn't:
Each creature you control is a copy of this permanent. ("Being a creature" and "being controlled by you" haven't been locked in yet.)
1b. Face-down characteristics
After we've gone through all the copying and merging, then we apply the changes from face-down permanents and spells. Normally this changes them into colorless 2/2 creatures with no name, but if there are other effects that turned them face down, such as Tezzeret, Cruel Machinist, those will apply here as well.
1c. Copiable characteristics are locked in
Nothing actually happens in this step, it just tells us we're done modifying copiable values. Anything that becomes a copy of a spell or permanent will use whatever the card looks like at this stage to determine its copy effect.
2. Control-changing
Speaking of, next up is control effects. In order for those static abilities to apply to "All Xs you control", we gotta make sure you've got everyone under control first.
Control effects have about as many restrictions as copy effects, but again you rarely see those designs that conflict with the rules like "You control all blue creatures." because they're just effects that are strange as statics. If you do end up wanting to use one of those weird control conditions, just keep it on a trigger or activation.
You Can:
You control all tokens. ("Being a token" can't change due to layers.)
You control permanents that are copies. (This ones really weird but technically doable.)
You Shouldn't:
You control all blue creatures. ("Being a creature" and "being blue" haven't been locked in yet, so you'll only control things that started as or copied a blue creature.)
3. Text-changing
The last thing we want to change before we get started on the meat of continuous effects is those handful of effects that try to change "Elves you control get +1/+1" to "Goblins you control get +1/+1" and other such nonsense.
As before, if you're wanting to do something wacky like "Change the text of Elves you control by replacing..." you're gonna want to change that to be like "Change the text target Elf..." in an activation/trigger instead.
You Can:
Change the text of sources you control by replacing all instances of 2 with 3. (Control changes are done, so now we can use them as much as we want.)
You Shouldn't:
Change the text of creatures you control... (What is and isn't a creature is still up for debate.)
4. Type-changing
Now we're getting into more common effects that sometimes cause trouble. You might notice we haven't gotten to color yet, meaning things like "Green creatures you control are Goblins" is a no-go, but a potential workaround is "Creatures you control are green Goblins" which is fair game.
With most layers, the ordering is decided on effects you would like to enable. (This is why PT is last, it means we can give almost any characteristic +1/+1.) Type/Color is one that honestly could go either way in a vacuum, but Darkest Hour and Dralnu's Crusade have ensured this arrangement is here to stay. (The other potential switch is Copy/Control, which actually has a proponent for the switch in Volrath's Shapeshifter and no opposing effect that I'm aware of.)
You Can:
Creatures you control are green Goblins. (Now that we're in the type layer, we can care about types like creature here, and there'll be extra rules later for us to figure out what happens if same-layer conflicts happen.)
You Shouldn't:
Green creatures you control are Goblins. (Only creatures you control that started or copied a green permanent will be Goblins.)
5. Color-changing
Color changing (like text changing) is luckily a fairly rare effect so we rarely see layer conflicts here. We definitely want this before we change abilities or pts, but as mentioned above being after type changing is mostly due to already existing cards.
You Can:
All creatures are green. (Nothing can start or stop being a creature at this point.)
You Shouldn't:
Blue creatures are artifacts. (We've already changed types, so things that stopped being blue are still artifacts, and things that become blue aren't.)
6. Ability-changing
Ability changing is the easiest layer to explain.
You Shouldn't:
<Any Object> with power N has <ability>
<Any Object> with toughness N has <ability>
You Can:
Basically anything else.
Blue Zebra artifacts you control with flying that are copies have haste?
100% legit.
Now for the complicated one.
7. Power and/or toughness changing
There are a lot of ways for a creatures pt to change. There are so many we've had to make an order to apply them in. Because power and toughness are potentially going to be changing at every step, if you're going to refer to power or toughness in this layer, its best to refer to base pt rather than final.
7a. Characteristic PT
These are the effects like Lhurogoyf that say "~'s power is equal to..."
You Shouldn't:
~'s power and toughness are each equal to the greatest base power among creatures you control. (Base power can still change.)
~'s power and toughness are each equal to the greatest power among creatures you control. (At this point, it will only check Oracle text power and power already set in this sublayer, so it's the same as above.)
7b. Base PT Changes
These are effects like Humble that set a creature's power and/or toughness to a specific number. These numbers override the base PT set by the oracle text or characteristic defining abilities.
You Can:
~'s base power is equal to the greatest base power among creatures you control. (This uses the same-layer-conflict rules we'll see later, but now functions as expected.)
You Shouldn't:
~'s base power is equal to the greatest power among creatures you control. (We've still got some changing to do for the final power yet.)
7c. Gets +X/+X, -X/-X, etc., and changes due to counters
Any time an effect changes pt without specifying a certain number. You get to keep those gains even if you're humbled.
You Can:
Creatures you control get +X/+X, where X is ~'s base power.
You Shouldn't:
Creatures you control get +X/+X, where X is ~'s power.
7d. PT Switching
And now that we've finally got our power and toughness as high as we can get them, we have the one ability in layers that can depend on the final pt: About Face. Thanks to this layer being last, you don't have to do weird math to figure out how your buffs apply.
You Can:
Each creature with power 5 or greater has its power and toughness switched.
You Shouldn't:
Each creature with power 5 or greater has its power and toughness switched. (Seriously I made bottom-card-of-your-library-matters and even I think this is a bad idea :p)
Advanced Layers
So what happens if we have multiple effects occurring in the same layer? If I have Levitation and you have Gravity Sphere, what happens? Or Blood Moon and Urborg, Tomb of Yawgmoth? Or, Garfield forbid, Opalescence and Humility?
Characteristic-Defining Abilities
Characteristic-Defining Abilities (CDAs) are a special type of static ability that are applied before non-CDAs in each layer. An ability is a CDA if it:
1) is a static ability acquired through oracle text, a copy effect, a text-changing effect, or through the effect that creates the token that has it, and not gained through other means,
2) defines the power, toughness, subtypes, or colors of the object that has it,
3) does not directly affect any other object's characteristics, and
4) is not conditional (eg,"~ is green." is a CDA but "~ is green as long as you control a creature." is not.)
Dependencies
Once you've separated CDAs and nonCDAs and you still have two or more trying to apply at the same time, you now enter one of the most complex parts of Magic rules: Dependencies.
Dependencies allow us to care about things happening in the same layer, which has some heavy hitters like "Enchantments you control are creatures" and "Creatures you control with first strike have double strike." This does allow for some fiddling in the PT layer, but thanks to counters coming after PT boosts (likely to avoid encouraging this very thing) the best effect is being able to have base PT dependent on other permanents base PT.
An effect is dependent on a second effect if applying the second effect would change any of the following:
1) if the first effect exists (losing abilities is a common way to do this)
2) what objects the first effect would apply to (changing types is a common way to do this)
3) how the first effect would affect the objects it applies to (text-changing effects are the main culprit here)
The easiest way to do this is to see what happens if you apply two effects in each order. Once we have determined an effect is dependent, it will apply immediately after the effect it is dependent on.
For now, let's look at the first two cases:
Levitation vs. Gravity Sphere
If we apply Levitation, then Gravity Sphere:
All my creatures gain flying, then all creatures lose flying.
Gravity Sphere still has its ability, it applies to the same objects, and still causes them to lose flying, so Gravity Sphere isn't dependent on Levitation.
If we apply Gravity Sphere, then Levitation:
All creatures lose flying, then all my creatures gain flying.
Levitation still has its ability, it applies to the same objects, and still causes them to gain flying, so Levitation isn't dependent on Gravity Sphere.
They will have to wait for the next step to resolve their differences.
Urborg, Tomb of Yawgmoth vs. Blood Moon
If we apply Urborg, then Blood Moon:
All lands gain the Swamp subtype, then all nonbasic lands become Mountains.
Everything checks out, so Blood Moon is not dependent on Urborg.
If we apply Blood Moon, then Urborg:
All nonbasic lands become Mountains, then Urborg is a Mountain with "T: Add R." and no other abilities.
Urborg's ability no longer exists, so it is dependent on Blood Moon.
Since Urborg is dependent, Blood Moon will apply first and erase Urborg's ability. All nonbasic lands will be Mountains, and not Swamps at all.
Timestamps
Finally, if your effects weren't dependent (or you managed to create a loop of dependent effects), we come to the ultimate tiebreaker of layers. We've got Gravity Sphere vs. Levitation. They apply in the same layer, they're both non-CDAs, and neither is dependent on the other. Now what?
First come, first served (mostly). The remaining effects are applied from oldest timestamp to newest. Objects get new timestamps whenever they change zones, become attached to a new object, transform, or turn face-up/face-down. If you would have multiple objects get a new timestamp simultaneously, you choose the order they get their new timestamps at that time.
So let's look at our first scenario one last time:
If I played Levitation, then next turn you played Gravity Sphere, my creatures gain flying, then all creatures lose flying.
-> No one's creatures have flying.
If you played Gravity Sphere, then next turn I played Levitation, all creatures lose flying, then my creatures gain flying.
-> My creatures have flying, yours don't.
And to think, it only took us 2560 words to get to this point.
Now, we've got one last rule to contend with, and it has a lot to do with that last scenario there...
Opalescence vs Humility
613.5. If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.
Between Opalescence and Humility, we have four changes occurring on three layers in two abilities. As many of you know, this is about to get ugly.
Type-changing Opalescence makes all enchantments creatures.
Ability-changing Humility makes all creatures lose all abilities, including this ability.
Base PT setting Opalescence's effect has already started and so continues to set all enchantments' power and toughness equal to their converted mana cost.
Base PT setting Humility's effect has already started and so continues to set all enchantments' power and toughness equal to 1/1.
Humility and Opalescence aren't dependent on each other in the PT layer, so this is merely a question of timestamps. If Humility is newer, it's a 1/1. If Opalescence is newer, it's a 4/4.
But what if I have two Opalescence?
If the timestamp order is Humility, Opalescence1, Opalescence2:
All three become 1/1s, Humility and Opalescence2 become 4/4s, Humility and Opalescence1 become 4/4s
-> All three are 4/4s
If the timestamp order is Opalescence1, Opalescence2, Humility:
Humility and Opalescence2 become 4/4s, Humility and Opalescence1 become 4/4s, All three become 1/1s
-> All three are 1/1s
If the timestamp order is Opalescence1, Humility, Opalescence2:
Humility and Opalescence2 become 4/4s, All three become 1/1s, Humility and Opalescence1 become 4/4s
-> One of the Opalescence is a 1/1, Humility and the other Opalescence are 4/4
Aren't layers fun?
tl;dr - Don't statically gain abilities based on PT.
If you've got any further questions or layers snafus, post em below and I'll set em straight, and maybe stick em here in the OP if they're good!