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Post by Flo00 on Jul 13, 2019 14:15:19 GMT
This game is specifically about this: This is a fast game where you rate the card from the last player, post your card, then post the challenge for the next player. And in this case the challenge is a rule from the comprehensive rules that the card has to contradict. This can be as simple as Relentless Assault (contradicting 500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. ...) or as direct as Mirror Gallery. If the challenge is a rule with subrules you can choose to only contradict one or more subrules. You can get the comprehensive rules here. In addition to their answer post I encourage everyone to (optionally) post a card that just doesn't work within the rules. For example: Flight of the Mighty Enchantment Creatures with power 5 or more you control have flying. Why doesn't this work? The layer system (rule 613.1) checks first if something has flying, then checks it's power and thoughness. So at the moment the game chacks if the creature would gain flying from Flight of the Mighty, it doesn't even know what it's power is. Strange. OK, now without further ado, here is the first challenge: 606. Loyalty Abilities606.1. Some activated abilities are loyalty abilities, which are subject to special rules. 606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities. 606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. 606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. 606.5. A loyalty ability with a negative loyalty cost can’t be activated unless the permanent has at least that many loyalty counters on it.
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Post by viriss on Jul 15, 2019 1:07:15 GMT
Up: I wonder if your example could be written with an "As long as..." clause to get around the layers? But now that makes sense as to why we don't see those types of abilities. Next: 114. Emblems114.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. 114.2. An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player. 114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, and no color. 114.4. Abilities of emblems function in the command zone. 114.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type
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Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
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Post by Bouncearama on Jul 30, 2023 1:32:38 GMT
Up: I love the art but I'm not a huge fan of the effect. It seems like a swingy silver bullet, possibly winning games on the spot if you cast it into an ult-able walker. I do wish that it would work better as a game piece though, because I love the card conceptually. Ascend Sorcery Target permanent becomes an emblem. Put it into the command zone under its owner's control. Next: 715. Adventurer Cards- 715.1. Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.
- 715.2. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.
- 715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object for which these alternative characteristics exist, even if the object currently doesn’t use them.
- 715.2b The existence and values of these alternative characteristics is part of the object’s copiable values.
- 715.2c Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.
- 715.3. As a player casts an adventurer card, the player chooses whether they cast the card normally or as an Adventure.
- 715.3a When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.
- 715.3b While on the stack as an Adventure, the spell has only its alternative characteristics.
- 715.3c If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.
- 715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may cast it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.
- 715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.
- 715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.
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Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
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Post by Bouncearama on Aug 22, 2023 1:50:55 GMT
Poke.
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Post by vizionarius on Sept 13, 2023 19:38:22 GMT
Creatures with power 5 or more you control have flying. Why doesn't this work? The layer system (rule 613.1) checks first if something has flying, then checks it's power and thoughness. So at the moment the game chacks if the creature would gain flying from Flight of the Mighty, it doesn't even know what it's power is. Strange. I know this is ancient at this point, but I'm not sure this is indeed the case. The layers deal with modification to the base version of an object (what's printed on a card/defined when the object is created). Your example only checks the power of creatures and doesn't actually set them, which it can do regardless of at what layer a modification is being applied. A creature still has a checkable P/T even when you're at layer 1 ("The values of an object’s characteristics are determined by starting with the actual object."). To my understanding, the base object has all characteristics defined at "layer 0." If your card modified the power of creatures AND also gave flying based on power, then it would still work, but not necessarily as people would intuitively expect. Example: Creatures you control get +1/+1. Creatures you control with power 5 or greater have flying. Here, any creature that has base power of 4 will not have flying, because the modification of the object (the creature) will go through the layers. Flying would want to be granted in layer 6, which will check the power of the creature and see it's 4 (which is less than 5), so it won't gain flying. Then in layer 7, the +1/+1 will be added, making the power into 5, but by then we have passed flying granting already, so are left with a 5/5 with no flying. Note that even if the power was made to be more than 5 by other effects, it will still not have flying. Let me know if I'm off here.
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Post by vizionarius on Sept 13, 2023 20:06:50 GMT
Up: I like the idea, but it feels way too strong. Allowing any permanent to become an uninteractable object is too much, I think. Platinum Angel anyone? Wanderer of Realms Creature - Spirit Flying ~'s power is equal to the number of lands you control. It's in search of a new home, yet finds none.
*/4 Seek New Horizons Sorcery - Adventure Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)This breaks: 715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may cast it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure. Due to rebound, you are allowed to cast this again as an Adventure once from exile. Note that with rebound, you can choose to also cast it as a creature for free if you'd like. Next: 119.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals. 119.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.” 119.1b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.” 119.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.” 119.1d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.” 119.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”
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Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
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Post by Bouncearama on Oct 31, 2024 21:01:46 GMT
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