Guest User

Untitled

a guest
Jan 20th, 2017
972
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 99.75 KB | None | 0 0
  1. (102092 Mar 26 1994 official.answers.thru.12.3)
  2.  
  3. <------------------------------------------------------------------------------->
  4.  
  5. N O T I C E ! ! ! ! ! ! ! ! ! ! !
  6.  
  7. This is NOT the FAQ list. This is a compilation of other answers from the
  8. Snark (David Howell) and other persons of note, and are more of less official.
  9. Use at you own risk.
  10.  
  11. Darrell Budic
  12. (budic@macc.wisc.edu)
  13. Network Archivist for
  14. Wizards of the Coast, Inc.
  15. <------------------------------------------------------------------------------->
  16.  
  17.  
  18. Date: Wed, 15 Sep 93 16:25:36 -0700
  19. From: David Howell <snark@omnigroup.com>
  20.  
  21. to avalent:
  22.  
  23. The FAQ makes no mention of the Black Vise in any form. It does
  24. indeed apply to all players except the owner.
  25.  
  26. >Also, there's my still-unanswered question about, if I have a creature
  27. >(such as frozen shade) which gains toughness for mana that I pump in,
  28. >and that creature is currently tapped, and my opponent does damage to
  29. >the creature in some manner, can I still pump mana into the creature
  30. >so that it can survive the damage, even if it is tapped?
  31.  
  32. Yes.
  33.  
  34. Anytime you clear unused mana from your pool, you take a point of
  35. damage.
  36.  
  37. >I had a good chuckle when this reminded me of something. I heard of a
  38. >really inventive/unusual technique for defending against the Chaos Orb.
  39. >BLOW it back onto the 'dropper's' cards....which ain't against the rules
  40. >either.
  41.  
  42. I'm afraid it is. This will be in the next FAQ.
  43.  
  44. >Does the use of a card that allows you to draw extra cards invalidate
  45. >the conditions on the "Island Sanctuary" card?
  46.  
  47. Yes.
  48.  
  49. What follows is the text of a reply of one of our expert playtesters
  50. to phadrus's questions.
  51.  
  52. ==============================================================
  53.  
  54. >>cast Instill Energy on the resulting artifact creature, and use
  55. >>that extra untap to untap the Time Vault in the middle of each turn,
  56. >>do I really get infinite turns? [Ouch.]
  57.  
  58. Yes. Now they are on to Joel.
  59.  
  60. >>When a multi-land (Tundra, etc.) is altered by Phantasmal Terrain,
  61. >>Gaea's Liege, etc., is the entire card affected (so it changes from a
  62. >>multi-land into a regular single land), or is only one "aspect" of the
  63. >>card affected (and if so, who determines which aspect)? [Entire card
  64. >>is affected.] If the latter, then if both aspects of the card are
  65. >>changed into the same land type (for example, if Gaea's Liege changes a
  66. >>Tundra to forest/forest over the course of two turns), does it count as
  67. >>one or two lands of that type for the purposes of cards whose effect
  68. >>varies with the number of lands of that type in play? [Counts as one.]
  69.  
  70. I know that the original intention was to have phantasmal terrain,
  71. etc. turn just one half of the land, but I'm not sure the current
  72. wording on the card does that. In ICE AGE, we are planning to fix
  73. the wording to make it clear that you could turn a Tropical Island
  74. into a Forest and mountain card, for example. I think he is right
  75. that a forest/forest card just counts as one forest, just as a
  76. forest/swamp card still just counts as one land in play.
  77.  
  78. >>If a Rock Hydra is Animated, does it get a new set of counters? [No
  79. idea.]
  80. >>(In general, what happens if a variable-cost creature is Animated?)
  81. >>[No idea.]
  82.  
  83. I believe that if a Rock Hydra is animated, it immediately dies since
  84. it starts off as a 0/0 creature that you pay to put extra counters on
  85. for more toughness and power. Cards in the graveyard have no memory,
  86. so you don't remember how many counters the Rock Hydra had on it. In
  87. general, variable cost creatures start off as if the X was 0.
  88.  
  89. >>For Sacrifice, what happens if you sacrifice a creature with an "X"
  90. >>casting cost? Do you get back the mana that was actually spent for "X"
  91. >>(and what if no one remembers what "X" is?), or just the base casting
  92. >>cost (1 for a 1X creature)? [No idea.]
  93.  
  94. I'm not sure on this one, but I think you need to remember what X was.
  95.  
  96. >>Are Basilisk's and Cockatrice's stoning abilities considered
  97. >>"damage" for the purposes of Fog? [No.]
  98.  
  99. I'm sure the intention was that the Basilisk and Cockatrice would NOT
  100. kill other creatures after Fog, but I'm not sure what the card exactly
  101. reads, so I'm not sure what the wording actually does. If it doesn't
  102. prevent, I think we'll change it for Ice Age.
  103.  
  104. >>Do multiple Raging Rivers have any additional effect? (If you have
  105. >>two Raging Rivers in play, for example, does the defender ave to divide
  106. >>his blockers into three or four groups instead of two?) [No idea.]
  107.  
  108. I think the Raging Rivers spell says specifically, "Divide into two" so
  109. multiple Raging Rivers wouldn't have any effect.
  110.  
  111. >>Does spending one R negate all head losses from damage to Hydra, or
  112. >>does one R have to be spent for each R that would have been lost?
  113. >>[No idea.]
  114.  
  115. I haven't seen the actual card recently, but I believe it says "R to
  116. regenerate a head" meaning you would have to pay R for each damage.
  117.  
  118. >>Does using Circle of Protection once against a source in a particular
  119. turn
  120. >>mandate that you use it again (and thus pay the cost) if the source tries
  121. >>to damage you again, as the "must" in "you must pay 1 mana each time"
  122. >>might imply? [No.]
  123.  
  124. I'm not sure about the exact nature of the question, so I'll answer: 1)
  125. If you want to block the second use of the source you DO have to pay
  126. again. 2) You are NOT REQUIRED to block the second use of the source.
  127.  
  128. When I first read the question, I thought he was asking about 1) but a
  129. second reading seemed to suggest 2).
  130.  
  131. >>Does Clockwork Beast have to pay 1 counter for each _creature_ it
  132. >>blocks, or just once for each _time_ it blocks? (In other words, if
  133. >>Blaze of Glory is used to let a Beast block three creatures, does it
  134. >>lose three counters or one?) [No idea.]
  135. I believe it is each TIME he blocks. i.e. if he blocks a band with 100
  136. creatures in it, he still loses 1 counter. Same with blaze of glory.
  137.  
  138. >>If Jade Statue is activated for an attack, can it be activated
  139. >>again for a block before the player's next turn, or does the artifact
  140. >>stay "tapped" the way a creature would? [Can be activated again.]
  141. The artifact is definitely tapped by the attack and unless it is
  142. untapped by some mechanism such as twiddle, it can not defend. First,
  143. you can't use a tapped artifact, so you can't turn it into a creature.
  144. Second, even if you could turn it into a creature, it would be tapped,
  145. so it couldn't block.
  146.  
  147. >>Can a player choose in what order to perform tasks during the untap
  148. >>and upkeep phases? For example, a player entering the upkeep phase with
  149. >>1 life point has a Warped Artifact, which costs 1 life point, and a
  150. >>Living Artifact, from which 1 life point can be retrieved. Does the
  151. >>player get to retrieve the point from the Living Artifact before paying
  152. >>for the Warped one? [Player whose turn it is chooses.]
  153.  
  154. This is a very good question. Many of the actions are simultaneous
  155. (i.e. all lands untap together), but in confusing questions like this, I
  156. think it should be player chooses, and I think that should be in the
  157. rules explicitly.
  158.  
  159. >>What is Gaea's Liege's power and toughness when it is neither
  160. >>attacking nor defending~~~ [The number of forests its owner has in play.]
  161.  
  162. Bleah! Obviously the Gaea's Liege wording shoudl change to: Power and
  163. toughness are equal to number of forests opponent has in play when the
  164. Gaea's Liege attacks, and equal to the number of forests you have in
  165. play at all other times.
  166.  
  167. >>If Creature Bond is played on Gaea's Liege, then an effect is played
  168. >>that destroys Gaea's Liege as well as some forests in play, how does
  169. >>this affect the damage the controller takes from the Creature Bond?
  170. >>(Which number of forests in play is used, the one before or the one
  171. >>after the effect? [No idea.] And do non-forests changed into forests
  172. >>by Gaea's Liege count as forests for determining the damage done
  173. >>by the Bond? [No idea.] And what if Gaea's Liege has Aspect of Wolf
  174. >>cast on it as well? [I go out and shoot myself. :) ] )
  175.  
  176. If it is the same effect (say a magical hacked volcanic eruption), then
  177. the damage done to opponent would reflect the stats of the Gaea's Liege
  178. before anything was destroyed. Aspect of the Wolf would definitely
  179. increase the stats of Gaea's liege, so would also count towards the
  180. damage.
  181.  
  182. --------------------------------------------------------------------------------
  183.  
  184.  
  185. Date: Wed, 15 Sep 93 23:12:53 -0700
  186. From: David Howell <snark@wizards.com>
  187.  
  188. >> > Say I use the Llanowood elves to get a green mana early in the round
  189. (or
  190. >> > I tap Geia's Liege to make a Forest), and my opponent later plays
  191. Siren Song
  192. >> > which forces all units to attack, or are destroyed
  193. >>
  194. >> > Are both pieces destroyed? Can the Nettling Imp nettle a creature
  195. after
  196. >> > it has already been tapped to do something else? (I know about the
  197. case
  198. >> > of the Tapping for special after a character is Nettled)
  199.  
  200. Both would be destroyed by Siren's Call. The Nettling Imp can nettle
  201. a tapped creature. Ick!
  202.  
  203. >From: Jim Geldmacher <JamesG@asymetrix.com> <jamesg/daemon>
  204. >Once my opponent has declared that they are tapping my Time Vault,
  205. couldn't
  206. >I say I want to tap it. Tapping an artifact is a fast effect isn't it?
  207. >Therefore as the one declaring later, I can say that I tapped it first. Or
  208. >have I misunderstood the timing rules again?
  209.  
  210. You've misunderstood the timing rules, but you've found the right
  211. result. You using the Vault, causing it to tap, and your opponent
  212. tapping it, are not contradictory. You both twist the card at the
  213. same time, and you get to use it. There's no paradox, so the timing
  214. rules don't apply.
  215.  
  216. >On a related note can I use Twiddle to untap the Vault without skipping
  217. the
  218. >turn?
  219.  
  220. You bet.
  221.  
  222. --------------------------------------------------------------------------------
  223.  
  224. Date: Sun, 19 Sep 93 07:27:10 -0700
  225. From: David Howell <snark@wizards.com>
  226.  
  227. >From: Peter Sarrett <peter@hebron.connected.com> <peter/daemon>
  228. >
  229. >We'd like an official answer from David for these questions:
  230. >
  231. >1) If two Paralyze spells are cast on the same creature, must 8
  232. >mana be spent to untap that creature?
  233.  
  234. Yes.
  235.  
  236. >2) If I have Pestilence in play and am attacked by, say, a Juggernaut, can
  237. >I tap 4 black mana and cause 4 points of Pestilence damage to everyone,
  238. >killing the Juggernaut before it can do its damage?
  239.  
  240. Yes. Ick.
  241.  
  242. >3) In Team Magic, if my teammate dies, what happens to the creatures which
  243. >I've moved in front of him? Do they immediately come back to me
  244.  
  245. Yes.
  246.  
  247. >4) If I have more than seven cards in my hand and have the Library of Leng
  248. >in play, can I still choose to discard down to seven?
  249.  
  250. No.
  251.  
  252. --------------------------------------------------------------------------------
  253.  
  254.  
  255. Date: Wed, 22 Sep 93 20:23:43 -0700
  256. From: David Howell <snark@wizards.com>
  257.  
  258. >From: diplomacy-3@genie.geis.com <diplomacy-3/daemon>
  259. >
  260. >5) Do the Zombie Master, Lord of Atlantis, Goblin King, etc, count as
  261. their
  262. >type (Zombie, Merman and Goblin respectively) for use of the powers that
  263. they
  264. >bestow?
  265.  
  266. Nope. Life is odd.
  267.  
  268. >From: npfluger@cs.tamu.edu (Nathan J Pfluger) <npfluger/daemon>
  269. >
  270. >[Correctly states banding rules]
  271. >
  272. >On a side note, do the cards that transform lands count as enchantments
  273. (this
  274. >is for Disenchant, Consecrate Land and Tranquility). IE if the Tomb turns
  275. >a land into a swamp and later Tranquility is played, is the land reverted
  276. >to its original state?
  277.  
  278. No. You have to Disenchant or Shatter the artifact.
  279.  
  280. >From: David.Katleman@Corp.Sun.COM (David Katleman) <david.katleman/daemon>
  281. >
  282. >Question about the tapping ability of the Icy Manipulator:
  283. >
  284. >I understand that if I were to tap one of my opponent's
  285. >lands, he/she will have one point of mana to use and will
  286. >lose a life point if the mana can't be used.
  287.  
  288. This is not correct. Tapping their land won't give them any mana.
  289.  
  290. --------------------------------------------------------------------------------
  291.  
  292.  
  293. Date: Thu, 30 Sep 93 17:54:22 -0700
  294. From: David Howell <snark@wizards.com>
  295.  
  296. >What the #*%&^ does it mean to PHYSICALLY INTEFERE WITH CASTING A
  297. >SPELL?? "No you con't do thot, I will not allow it you small man."
  298.  
  299. It means you can't blow on the Chaos Orb, or rearrange your cards
  300. after it comes into play. I don't know if you can rearrange them
  301. before, either, but clearly, now, you can't after. There may be other
  302. cards in the future that use this.
  303.  
  304. >"This restriction only applies when the enchantment is first played on
  305. >the card" ??? What?? What restriction? What does this mean??
  306.  
  307. The restriction that you must play an enchant creature on a creature.
  308. This means that the rules specifically state if the creature becomes
  309. an artifact (because Animate Artifact was removed, for example), then
  310. people don't stand around wondering what to do about the enchantment
  311. that appears to now be illegal.
  312.  
  313. >You need to say WHO is the controller of the enchantment.
  314. >The caster.
  315.  
  316. Not necessarily. One day we may see "control enchantment."
  317.  
  318. >"Toughness is how much damage a creature can take before it is removed
  319. >from play." Why "removed from play"? Why not just dies, or better
  320. >yet is destroyed. Remove from play vs. remove from the game.
  321.  
  322. What about Swords to Plowshares? That's not 'die,' and it's not
  323. 'destroyed.'
  324.  
  325. --------------------------------------------------------------------------------
  326.  
  327. Date: Fri, 8 Oct 93 19:24:29 -0700
  328. From: David Howell <snark@wizards.com>
  329.  
  330. >Here's the story: A red/black deck player throws a disintigrate at a
  331. >black/white/blue player who simulacrums the 11 points to a Bog Wrath with
  332. >Red Ward on it.
  333. >
  334. >Here's the problem: The r/b player tried to convince us that after
  335. bouncing
  336. >though the simulactrum, the damage was now colorless. We (the b/w/u player
  337. >& I) were convinced that the damage still retained its red coloration.
  338.  
  339. The damage was red. The r/b player gets shafted.
  340.  
  341. >ps: another question: if you use fork to duplicate a spell, do you still
  342. >have to provide mana to power the newly duplicated spell, or is it
  343.  
  344. IT's amazingly cheap. You don't buy the new spell, you just pay the
  345. fork.
  346.  
  347. ------------------------------
  348. >From: pbm@wdl.loral.com (Paul Melville) <pbm/daemon>
  349. >1) My spell was met with "power sink" (which says that I cannot
  350. choose to
  351. >let it "be sunk" and must spend all mana from lands and my mana pool).
  352. Can I
  353. >hold back mana that is available (but not yet in my mana pool) from an
  354. artifact
  355. >such as Mana Vault or Sol Ring?
  356.  
  357. You sure can.
  358.  
  359. >2) Creature Bond refers to the toughness of a creature. The Rules
  360. seem to
  361. >indicate that this does *NOT* include any enchantments or enhancement.
  362.  
  363. No, no. Rules, bad. FAQ, good. Unless specifically told otherwise,
  364. toughness is always *current* toughness.
  365.  
  366. >Now,
  367. >about Drain Life---it also refers to creatures toughness---but I get the
  368. feeling
  369. >that I *AM* allowed to drain life of a creature up to the amount of its
  370. >_enhanced_ toughness....Comments?
  371.  
  372. ------------------
  373. >From: "MR. AL M.D." <aamaral@topcat.bsc.mass.edu> <aamaral/daemon>
  374. >
  375. > When something has a landwalking ability, like forestwalk, if
  376. their
  377. >land of that color is destroyed yet their opponet still has the land type
  378. >is the creature able to use his landwalking ability? In the rules it
  379. states
  380. >that your opponet needs the land type not the caster. That is why I
  381. believe
  382. >that it would be possable. My friend states that if you do not have the
  383. >land type then you do not have a starting place to do this ability from.
  384. >So would the creature be able to use it's landwalking abilities even
  385. though
  386. >it does not have the land needed to do it from yet the opponed does. I
  387. think
  388. >so since the rules state it's ok , but please help explain this to him.
  389.  
  390. You don't need a land to start from.
  391.  
  392. ---------------------------
  393. From: geoff@omg.org (Geoffrey Speare) <geoff/daemon>
  394. 2nd ed rules question...
  395.  
  396. No, you should not be using 2nd ed. rules to play. First of all,
  397. they're in fifth draft, where things like "Yes, you can regenerate a
  398. tapped creature." are spelled out, and 2nd, because they're dependent
  399. on things like the new def. of destroy and the tap symbol. 1st ed.
  400. and FAQ are the way to go for now.
  401. ----------------------
  402. Intuitive rules from Tim.
  403.  
  404. Yes, the idea was if you imagined two wizards on mountains with
  405. creatures between them, that should usually work. However, some of
  406. the ways the rules interact will specifically contradict this image.
  407. You have been warned. :)
  408.  
  409. =================================
  410.  
  411. Jeremy York:
  412.  
  413. >So generalizations of this question would be, could I interrupt a
  414. >Tim in the middle of his poke, with a red elemental blast, and
  415. >destroy him before the poke goes off? Could I cast a blue elemental
  416. >blast on a Firebreathing enchantment during the fast effects phase,
  417. >interrupting the powering-up of the enchantment by my opponent,
  418. >eliminating the card *and* resulting in the creature *not* being
  419. >pumped up?
  420.  
  421. Yes. That's an interrupt.
  422.  
  423. >More elemental question -- is tapping a creature to use a special
  424. >ability an interrupt (like tapping land)?
  425.  
  426. Nononono. The special ability is an instant unless other wise stated.
  427. Drawing mana from land is like an interrupt. After these unrelated
  428. actions, in both cases you tap the card to indicate you've used the
  429. card's ability. You don't tap to use the ability, you use the ability
  430. and tap to show it.
  431.  
  432. --------------------------------------------------------------------------------
  433.  
  434. Date: Mon, 11 Oct 93 08:57:21 -0700
  435. From: Dave Howell <snark@wizards.com>
  436.  
  437. Power sink only requires you tap land. I think I said this already,
  438. but I'll say it again.
  439.  
  440. This business of what people do is fascinating. Around here, we also
  441. do the "tap" and tap card when we use mana, and "untap untap untap
  442. untap" during that phase, sometimes. Also, "Poke" when we do a single
  443. point of damage, and "ow" to acknowledge damage. I'm in the habit of
  444. counting off damage that way, "ow ow ow" is three points.
  445.  
  446. By the way, the "text" of a card is indeed *only* the part enclosed
  447. in the box on the lower half.
  448.  
  449. --------------------------------------------------------------------------------
  450.  
  451.  
  452. Date: Tue, 12 Oct 93 22:54:15 -0700
  453. From: Dave Howell <snark@wizards.com>
  454.  
  455. >Question for the WOTC people: Does using the NI or the blue spell "Siren
  456. Call"
  457. >force a player to do an attack that turn, or may the player just let the
  458. >affected creatures die without attacking? (I believe that you are forced
  459. to
  460. >attack if any of the affect creature is able to.)
  461.  
  462. You have to attack unless you can prevent the ensorceled creatures
  463. from attacking, like perhaps tapping or killing them.
  464.  
  465. --------------------------------------------------------------------------------
  466.  
  467. Date: Tue, 12 Oct 93 22:38:35 -0700
  468. From: Dave Howell <snark@wizards.com>
  469.  
  470. >A friend of mine has noticed that some of the new cards have (gasp!) new
  471. >casting costs. Does that mean that the earlier versions of the cards
  472. (which
  473. >had lower costs) are now more useful to have in your deck? :-) Or are
  474. they
  475. >supposed to be treated as having the same casting cost as the new ones?
  476. >Some examples are:
  477. > Orcish Oriflamme
  478. > was: 1R, now 3R
  479. >and
  480. > Orcish Artillery
  481. > was: 1R, now 1RR
  482. >
  483. >I also heard the new Elvish Archers are 2/1 instead of 1/2, but I haven't
  484. >actually seen a new one yet.
  485.  
  486. Oh, dear. We did that? I didn't know we changed the Artillery. Well,
  487. in a perfect world, you'd play the old cards as they were new, but I
  488. can't see any possible way to enforce that. For now, play cards as
  489. written. We may Officially Change Our Minds, but do that for now.
  490.  
  491. --------------------------------------------------------------------------------
  492.  
  493. Date: Tue, 12 Oct 93 22:47:32 -0700
  494. From: Dave Howell <snark@wizards.com>
  495.  
  496. >Ok, on one side you have someone with a Nettling Imp, and on the other,
  497. >you have someone with a Prodigal Sorcerer. The guy with the PS begins his
  498. >turn, and when he untaps the PS, the guy with the NI uses the NI to tap
  499. >the PS and do damage to the owner.
  500.  
  501. Excuse me? The Imp forces a creature to attack. Sometime during the
  502. turn, the Sorcerer must march over at attack, with 1/1, the opponent.
  503. Attack is specifically defined, and does not involve the use of
  504. special abilities.
  505.  
  506. >Ok. Right after the NI guy says that,
  507. >the PS guy says he'll use the PS to attack the NI before the NI guy can
  508. >use it to do damage to him.
  509. >
  510. >What happens.
  511.  
  512. If the Imp zaps Tim, Tim can either respond by poking the Imp or it's
  513. owner, which taps him, which prevents him from attacking this turn,
  514. so he dies at the end of the turn, or he doesn't, so he has to march
  515. into battle before the end of the turn, hopefully accompanied by
  516. friends or wearing good armor.
  517.  
  518. It's not a paradox/timing issue.
  519.  
  520. --------------------------------------------------------------------------------
  521.  
  522. Date: Tue, 12 Oct 93 23:01:48 -0700
  523. From: Dave Howell <snark@wizards.com>
  524.  
  525. It's an Infrequently Asked Question!
  526.  
  527. >When you summon a Clone, it takes on all the characteristics of the
  528. >creature you're copying, minus all enchantments. So, if you have a
  529. >Sera Angel, and I weakness it and then clone it, you've got a 2/3 Sera
  530. >Angel and I've got a 4/4 one. This all seems clear and makes sense.
  531. >
  532. >Let's say I'm fighting a black opponant and they've got "Animate
  533. >Dead". This is an "Enchant Dead Creature" spell. If you cast it on a
  534. >dead Sera Angel, you get a 3/4 creature that's the animated corpse of
  535. >a Sera Angel. What happens if I try to clone this? Do I get a 3/4
  536. >Angel? A 4/4 Angel? A dead Clone?
  537.  
  538. A dead Clone. If you dispell the Enchantment, the creature dies.
  539.  
  540. >Now let's say you've got a nice Artifact that I like. Then you
  541. >Animate it. The resulting creature is only a creature as long as it's
  542. >got an enchantment on it. But the Clone can only copy the attributes
  543. >of a creature without the enchantments. What happens if I try to
  544. >Clone your artifact, or shift my Doppleganger over to match it?
  545.  
  546. Officially, you can't. For a while the designer was letting clones
  547. turn into artifacts, but it's just too hard to explain on the card.
  548.  
  549. >Now let's say my Clone was killed. My foe Animates it, bringing it
  550. >out of my graveyard. What characteristics are had by the animated
  551. >corpse of a Clone? Is it still a copy of the creature originally
  552. >copied,
  553.  
  554. Cards back from the graveyard NEVER have any knowledge of their past
  555. lives.
  556.  
  557. >or does he get to re-declare it? This bears some similarity
  558. >to Unsummoning a Clone.
  559.  
  560. Re-declare.
  561.  
  562. --------------------------------------------------------------------------------
  563.  
  564.  
  565. Date: Tue, 19 Oct 93 00:57:34 -0700
  566. From: Dave Howell <snark@wizards.com>
  567.  
  568. >From: CARL OR KAREN CRAVENS <DAFUZZ@delphi.com> <dafuzz/daemon>
  569. >
  570. >probably more powerful. Some of these rare cards aren't really worth
  571. >rare status, in my opinion.
  572.  
  573. You misunderstand. Cards were under stringent requirements to qualify
  574. as COMMON cards. Well-balanced, not devastating in quantity, yet not
  575. a waste of space. Cards that could not meet these criteria were
  576. relegated to the ghettos of rarity. Rare cards may be too powerful,
  577. or too stupid, or just not as good as some other card. Rarity is not
  578. an honor, it's a punishment.
  579.  
  580. >From: Robert DeLoura <DELOURA@PMEL.NOAA.GOV> <deloura/daemon>
  581. >Subject: Q: Trample vs Banding?
  582. >
  583. >Situation: One 7/7 Flying Trample monster (gee I wonder what that is :) )
  584. >is attacking. Defender blocks with 2 1/1 Banding Flying creatures and a
  585. >3/3 Flying creature.
  586. >
  587. >Defender says 'Since I'm banded, I allocate all 7 points to this creature
  588. >(one of the 1/1 creatures)', and removes it from play.
  589. >
  590. >Attacker (me) growls and says Trample doesn't work that way, even if you
  591. >*are* a banded group.
  592. >
  593. >Who's right? I assumed that since he allocated all 7 points of Trample
  594. >damage to the same 1/1 creature, that the other 6 points would overrun and
  595. >hurt *him*.
  596. >
  597.  
  598. You're right. The 1/1 creature is trampled for 7, which means 1 to it
  599. and 6 to its controller.
  600.  
  601. --------------------------------------------------------------------------------
  602.  
  603. Date: Thu, 21 Oct 93 02:30:47 -0700
  604. From: Dave Howell <snark@wizards.com>
  605.  
  606. >From: bethmo@microsoft.com <bethmo/daemon>
  607. >
  608. >* "When the Kormus Bell is in play, can a swamp be tapped for mana the
  609. > same turn that it is played?"
  610. >
  611. >If the swamps are really creatures, then they can't be tapped the turn
  612. >that they are played. If they're land/creatures, similar to animated
  613. >artifacts being artifact/creatures, then they could be.
  614.  
  615. They're land creatures, not much like artifact creatures.
  616.  
  617. >* "Player A is playing a Summon spell. He taps the lands for it, and
  618. > tthen before he can lay down the creature player B plays Mana Short to
  619. > drain all his mana and abort the spell. Does this work?"
  620. >
  621. >I ruled that it didn't, since Mana Short is an Instant, not an Interrupt.
  622. >
  623. >Some players lay down the creature and then tap, others tap and then lay
  624. >down the creature. Player B thought that as long as the creature hadn't
  625. >hit the table yet, the spell wasn't being interrupted. My judgement was
  626. >that the spell was in the process of being cast, rggardless, and so it
  627. >would have required an Interrupt to stop him. Otherwise this becomes a
  628. >who-yells-first situation.
  629.  
  630. Theoretically, they could be interrupted. Practically speaking, since
  631. a player *could* have dropped the spell card, then tapped, I always
  632. play as if they *did*, even if they actually play in the other order,
  633. since to insist that they tap after playing is just being anal.
  634.  
  635. >And here's one that came up before the tournament, and I forgot to ask
  636. >the list. How does Trample interact with a Veteran Bodyguard? I had
  637. >originally thought that when damage was passed from a player to the
  638. >Or does trample not count in this case since the Bodyguard isn't actually
  639. >blocking?
  640.  
  641. The bodyguard intercepts all the damage coming to you. He gets
  642. trampled in your place.
  643.  
  644. >And another that didn't actually come up in the tournament but we've been
  645. >wondering about:
  646. >
  647. >"Does a creature with Red Ward still get the +1 from Orcish Oriflamme?
  648. >Does it matter whether the Oriflamme was cast before the Ward or not?"
  649.  
  650. No. The Oriflamme doesn't target any specific creature, so Red Ward
  651. doesn't stop its effects. 2nd Ed. rules.
  652.  
  653. >P.S. We also wondered how much mana it takes to summon an Ace of Spades.
  654. :-)
  655.  
  656. Lots. Lots and lots.
  657.  
  658. >===============================
  659. >
  660. >> Given that, however, I'm still fuzzy on what should happen if you
  661. >> lightning bolt a regenerating grizzly before dammage dealing phase.
  662. >
  663. >Hopefully this helps, since you are most emphatically *not* "given that".
  664. >
  665. >Dave? Would you be so kind as to help us all out with this one?
  666.  
  667. Yes. If a creature regenerates, it is unavailable for further action
  668. during an attack. It's recuperating, if you will. Any creatures
  669. blocked by it do not attack the wizard, they just stand around bored
  670. for that attack.
  671.  
  672. >From: CARL OR KAREN CRAVENS <DAFUZZ@delphi.com> <dafuzz/daemon>
  673. >
  674. >We nail that 1/1 creature with 7 (non-g for now) damage.
  675. >
  676. >1) How much damage did that creature take, 1 or 7? After the damage
  677. >dealing phase, can I heal the creature for 1 point of damage to save
  678. >him, or must I heal the creature for 7? (We're talking after-the-fact
  679. >healing here, not preventing damage, which must come before the damage
  680. >dealing phase.)
  681.  
  682. I believe we don't have any spells which heal after the fact. They
  683. all "prevent." You'd have to prevent 7 to save the creature.
  684.  
  685. >3) Now what if that 7 damage is Trampling? In this case, it's obvious
  686. >that 6 of the 7 isn't applied to the creature, but to the player. If
  687. >the answer to #1 is "heal for 7" what is the answer in this case?
  688.  
  689. Any less than 7 and the creature still dies, and excess is applied to
  690. you.
  691.  
  692. >It says "in play." I assume the graveyard doesn't mean "in play,"
  693. >right? This means that although Swamps are treated as creatures, I
  694. >can't use Raise Dead or Animate Dead on one in my graveyard, right?
  695.  
  696. Exactamundo.
  697.  
  698. --------------------------------------------------------------------------------
  699.  
  700. Date: Sat, 23 Oct 93 06:57:30 -0700
  701. From: Dave Howell <snark@wizards.com>
  702.  
  703. >From: CARL OR KAREN CRAVENS <DAFUZZ@delphi.com> <dafuzz/daemon>
  704. >
  705. >The descriptions of Instant and Interrupt both state that these spells
  706. >can be cast "at any time." Reading this literally, this means that I
  707. >can cast spells during the Untap, Upkeep, and Draw phases, correct?
  708.  
  709. That's correct.
  710.  
  711. >Another point of semantics and "timing" so to speak... It is my
  712. >opponent's turn. If I Twiddle one of his creatures _before_ he
  713. >declares that he is attacking, he can't use that creature to attack,
  714. >correct?
  715.  
  716. Right.
  717.  
  718. >From: bethmo@microsoft.com <bethmo/daemon>
  719. >
  720. >Now, what happens if you Clone or Doppelgang a non-creature artifact that
  721. >had an Animate Artifact on it? The clone/doppel doesn't inherit any
  722. >enchantments. I would have ruled that it becomes an inanimate copy of
  723. >the artifact, behaving like a Copy Artifact spell. But I believe that
  724. >Snark ruled in a past message that all you get is a dead Clone. This
  725. >seems illogical, but if it's the official ruling then it takes precedence.
  726.  
  727. Well, the designer originally thought that you could indeed clone an
  728. animated artifact, and get an artifact of your own. I don't think
  729. that's any more or less illogical than not, since how can a clone
  730. turn into an inanimate object? Anyway, when we tried to clarify this
  731. on the cards, it wasn't possible to say so clearly in the room we've
  732. got. We did have room to say "you can't," so that's what we went
  733. with. It's not as if it comes up very often anyway...
  734.  
  735. >From: magic@sneffels.its.bldrdoc.gov (Bill Ingram) <magic/daemon>
  736. >
  737. >1. The Library says "If a card forces you to discard, you may choose
  738. >to discard to the top of your library."
  739. >
  740. >2. The rule booklet says killed creatures "are destroyed and placed in the
  741. >graveyard."
  742. >
  743. >3. The rule booklet says, "If an enchanted card is put out of play, the
  744. >enchantments cast upon it are discarded."
  745. >
  746. >4. The Disenchant spell says, "Target enchantment or Artifact must be
  747. >discarded."
  748. >
  749. >We can conclude from these written rules that,
  750.  
  751. ...the Library of Leng is very poorly worded. The intent is only to
  752. allow cards discarded from the player's hand to be returned to the
  753. top of the library. Note: not the Library, but the library, the stack
  754. that you draw from.
  755.  
  756. >From: robertw@calvin.usc.edu (Robert Watkins) <robertw/daemon>
  757. >
  758. >If I have a Black Lotus out and someone uses either a twiddle or
  759. >Icy Manipulator to tap it, does the Black Lotus remain in play
  760. >since it wasn't tapped for mana and merely changed orientation?
  761.  
  762. If you read the card, it's the adding of 3 mana to your pool that
  763. causes the card to be discarded.
  764.  
  765. >From: Scott Nicholson <grundy/daemon>
  766. >
  767. >What are the rules covering placement of cards? Can you place
  768. >cards as far apart as you wish, or what????
  769.  
  770. Officially, now, yes, you can arrange your cards in any pattern,
  771. until the Chaos Orb is put into play. At that time, moving cards
  772. farther apart would be interfering with the Orb, and is illegal.
  773.  
  774. Practically speaking, I had a Sphere of Annihilation in my
  775. gamma-edition playtest deck (the Orb's former name), and one player,
  776. after he heard the card existed and even before he knew I had it,
  777. started putting cards all over the table and on nearby surfaces. I
  778. promptly quit playing him, since I wasn't about to chase all over the
  779. room just to find out what he had in play.
  780.  
  781. >From: cheshere@aol.com <cheshere/daemon>
  782. >
  783. >Can you fork someone else's spell? The card easily implies this, but my
  784. group
  785. >would feel better with a ruling.
  786.  
  787. Yes you can, and you have full control over the copy.
  788.  
  789. --------------------------------------------------------------------------------
  790.  
  791. Date: Sun, 24 Oct 93 22:34:06 -0700
  792. From: Dave Howell <snark@wizards.com>
  793.  
  794. >From: p.timm@genie.geis.com <p.timm/daemon>
  795. >
  796. >A) Can you play "Cyclopean Tomb" against an opponents land?
  797.  
  798. Sure.
  799.  
  800. >B) When using Zombie Master, can you regenerate ALL zombies in play for
  801. >just one black mana, or does it require one mana EACH?
  802.  
  803. Each.
  804.  
  805. --------------------------------------------------------------------------------
  806.  
  807. Date: Tue, 26 Oct 93 08:06:03 -0700
  808. From: Dave Howell <snark@wizards.com>
  809.  
  810. > Someone is spreading the rumor around the game store where we
  811. > get our Magic stuff that WotC are giving away new, previously unreleased
  812. > cards at conferences or tournaments which will not be available
  813. elsewhere.
  814. > This sounds totally contrary to everything I know so far.
  815.  
  816. As someone has pointed out, we now have poker decks with Magic backs
  817. for promotional purposes. No, you can't order them. :) Now, we DO
  818. intend eventually to have cards that are only available from us at
  819. conventions, perhaps included in the program packet or something like
  820. that, but we haven't done it yet.
  821.  
  822. > Okay! That's a new phrase, "Lace cards affect the target
  823. permanently, and
  824. >are discarded after use." Does this mean that, (1) Lace cannot be
  825. >disenchanted, tranquilitied, or (in a later turn) spell blasted, and that
  826. (2)
  827. >you could bring it back into your hand later with a spell that lets you
  828. take
  829. >a card from your discard?
  830.  
  831. Ya, sure, you betcha'
  832.  
  833. > Some other questions... Two Raging Rivers... Must the opponent divide
  834. >into three or four? (We've suggested that when the player puts down a
  835. >second raging river, he has to decide which side the river is on, thus
  836. it's
  837. >three with a middle channel. It being 'magic' however, it could be played
  838. >as four. Any official comment?
  839.  
  840. Officially, two Raging Rivers make one extra long river. No three- or
  841. four-sided rivers.
  842.  
  843. > Mana Flare: If I have multilands (which I tend to have a bunch of)
  844. and
  845. >a Mana Flare comes out, what kind of Mana can I tap for? I have been
  846. >playing, admittedly to my disadvantage, that if I pick a mana type to tap
  847. >it for, I get two of those. It seems the most straightforward, but if the
  848. >official ruling is to pick, I certainly won't mind! *grin*
  849.  
  850. Two of whatver you choose.
  851.  
  852. [ Darrell's note: I think he means "Two of WHICHever you chose", ie, two of ]
  853. [ one, or two of the other, not one of each. My reading, YMMV... ]
  854.  
  855. > Winter Orb: (I think...) You are only allowed to untap one land per
  856. >turn. Creatures are not affected... What if Living Lands is in play, and
  857. >my forests are 1/1 critters. Can I untap them, or not? The living lands
  858. >sounds like it makes Llanowar Elves out of all the land, basically. We
  859. >treated them as critters initially, and untapped all forests as normal,
  860. but
  861. >only one non-forest.
  862.  
  863. That's what I think, but we're discussing an official ruling now...
  864.  
  865. > Living lands: How does it affect multi-lands? The obvious choice is
  866. that
  867. >I would have, for example, a Taiga that I can either use as a 1/1 critter,
  868. >tap for green mana, or tap for red mana...
  869.  
  870. I agree.
  871.  
  872. > Can you sacrifice the Lord of the Pit to himself, to keep him from
  873. doing
  874. >you damage?
  875.  
  876. No, he's just not that stupid. :)
  877.  
  878. > Does anybody else have the problem of playing Magic for many many
  879. hours,
  880. >then reaching for a soda and calling back over your shoulder, "Okay, who
  881. >wants to tap some White Mana (Diet Coke) and who wants Red Mana?" Some
  882. folks
  883. >are now calling Mountain Dew as Green Mana, Coffee is Black Mana, and this
  884. >disgusting local brand of grape soda is Blue Mana. (Most people play with
  885. >only one color of liquid mana around here...)
  886.  
  887. You people are really strange. ;)
  888.  
  889. > Must you untap EVERYTHING which can be untapped (not taking into
  890. account
  891. >things like paralyze, etc.), and must you draw a card every turn? (The
  892. >primary focus of these two questions are the Hordes and the Vise.)
  893.  
  894. Yes.
  895.  
  896. > Could you be more explicit about 'Until End Of Turn', or should I
  897. REALLY
  898. >just wait for the second edition of the rules? (For example, my Scryb
  899. Sprites
  900. >have +3/+3 from Giant Growth until end of turn. I attack with them. My
  901. >turn completes, it becomes his turn. Do 'Until End Of Turn' enchantments
  902. >get discarded then?
  903.  
  904. Yes, that's when.
  905.  
  906. > If someone has two Personal Incarnations out at once, and Wrath of God
  907. >is played (I think that's the one), is that an instant kill? (*shiver!*)
  908. >I would unfortunately guess that it is, since the damage from both is
  909. >applied at once...
  910.  
  911. yes.
  912.  
  913. >[regeneration]
  914.  
  915. If a creature regenerates, it may not continue to participate in an
  916. attack.
  917.  
  918. --------------------------------------------------------------------------------
  919.  
  920.  
  921. Date: Wed, 27 Oct 93 10:31:14 -0700
  922. From: Dave Howell <snark@wizards.com>
  923.  
  924. [ can Lan'o'war elves use their manna to power a Regenerate on themselves?]
  925.  
  926. Regenerating elves can indeed tap themselves to save their own bacon.
  927. For now.
  928.  
  929. [ Lightning Bolt. Fork Lightning Bolt. If the Lightning Bolt is Countered,
  930. does]
  931. [ the fork
  932. fail? ]
  933.  
  934. Fork only works on a spell that has been cast. If the spell is not
  935. cast, which is by definition "successfully cast," then Fork will
  936. fail. Counterspell the original, and Fork won't work.
  937.  
  938. --------------------------------------------------------------------------------
  939.  
  940.  
  941. Date: Wed, 27 Oct 93 10:40:31 -0700
  942. From: Dave Howell <snark@wizards.com>
  943.  
  944. [ My opponent plays Animate Dead on a creature in my graveyard, I Unsummon
  945. ]
  946. [ the creature. Does he go to my hand (unsummon) or my graveyard (animate
  947. ]
  948. [ dead)?
  949. ]
  950.  
  951. If you Unsummon a creature your opponent has Animate Dead'ed, it
  952. goes into your hand. The text on Animate Dead is simply stating the
  953. obvious of what happens if you disenchant, and wasn't meant to
  954. override Unsummon. Oops.
  955.  
  956. [ Can a regenerated creature do damage again after it was rengenerates? ]
  957.  
  958. Any time a creature is regenerated, it may no longer participate in a
  959. battle from which it has been removed.
  960.  
  961. And, yes, my secret is out, I'm not perfect. :o
  962.  
  963. "Enchant Non-Creature Artifact" indeed. Bleh.
  964.  
  965. >Sleight of Mind states that you can replace one color word with
  966. another.
  967. >Can you replace the word "colorless"? Make a Sol Ring provide 2 blue
  968. mana?
  969.  
  970. No. Colorless is not a color. :)
  971.  
  972. >Swords to Plowshares states that creature controller gains life equal to
  973. >creatures power. Can I boost 12 red mana into my Dragon Whelp and then
  974. >StP him and get 14 lives? The whelp dies if more than 3 mana is put into
  975. him,
  976. >which takes effect first?
  977.  
  978. The card says "at end of turn." can you StP it before then? Sure.
  979.  
  980. >How about a goblin with firebreath kicked way up?
  981.  
  982. Yes.
  983.  
  984. --------------------------------------------------------------------------------
  985.  
  986. Date: Wed, 3 Nov 93 19:43:48 -0800
  987. From: Dave Howell <snark@wizards.com>
  988.  
  989. New rules, since the old ones are broken. Sigh.
  990.  
  991. Untap: no fast effects or spells of any kind until the untap phase
  992. is finished.
  993.  
  994. Paralyze: A typo. Untapping a paralyzed creature occurs during
  995. upkeep.
  996.  
  997. --------------------------------------------------------------------------------
  998.  
  999. Date: Mon, 8 Nov 93 00:43:34 -0800
  1000. From: Dave Howell <snark@wizards.com>
  1001.  
  1002. >>The text of Animate Artifact reads:
  1003. >>"Target artifact is now a creature with both power and toughness equal
  1004. >>to its casting cost; target retains all its original abilities as well.
  1005. >>This will destroy artifacts with 0 casting cost."
  1006. >>
  1007. >>Therefore, unless you have a way of changing the casting cost of the Mox
  1008. (
  1009. >>do not believe it exists) animate artifact will -always- destroy the Mox.
  1010. >>Giant Growth doesn't keep it alive.
  1011. >
  1012. >Hrm. I was thinking that since Giant Growth is an instant it would save
  1013. >the mox before it was destroyed. So, are there any cards that will make
  1014. >an artifact into a 1/1 (or better) creature?
  1015.  
  1016. Sigh. The card is simply pointing out what might not be obvious. If
  1017. "will destroy artifacts w/0 casting cost" weren't on there, then
  1018. we'd have a "What happens when..." question in the FAQ. I think using
  1019. the instant Giant Growth to prevent the death until a permanent
  1020. enchantment can hit the poor creature is brilliant. Just as Weakness
  1021. kills skeletons, the Holy Strength would save the Mox Monster.
  1022.  
  1023. --------------------------------------------------------------------------------
  1024.  
  1025. Date: Wed, 10 Nov 93 21:25:40 -0800
  1026. From: Dave Howell <snark@wizards.com>
  1027.  
  1028. >bethmo says:
  1029. >
  1030. >I don't think so, unless Paralyze is another that changed wording when
  1031. >I wasn't looking. :-) Mine says
  1032. >
  1033. > Target creature is not untapped as normal during untap phase
  1034. > unless 4 mana are spent. Tap target creature when Paralyze is
  1035. > cast.
  1036. >
  1037. >And Meekstone:
  1038. >
  1039. > Any creature with power greater than 2 may not be untapped as
  1040. > normal during the untap phase.
  1041. >
  1042. >Paralyze doesn't say "spend 4 mana to untap" -- if it did, you could
  1043. >untap any time, not just during untap phase. Spending 4 mana gives
  1044. >it the potential to untap, but doesn't actually untap it. Meekstone
  1045. >then steps in there and says "Whoa, no big creatures allowed!"
  1046. >
  1047. >At least, that's how I would read the combination.
  1048. >
  1049. >But if the Omnipotent and Omnibenevolent Snark rules otherwise, I will
  1050. >grovel at his feet and marvel at the greatness of his wisdom. :-)
  1051.  
  1052. Oops. Darn. It was so cool to have Paralyze, under certain esoteric
  1053. conditions, be a card you'd play on yourself. Actually, since one of
  1054. the conditions was to move Paralyze to Upkeep, it's not untapping as
  1055. normal anyway, anymore. Oh, dear, how complicated.
  1056.  
  1057. >--------------
  1058. >From: Scott Nicholson <daemon>
  1059. >
  1060. > I purchased two starter decks from a comic shop in
  1061. > Oklahoma. The two decks had the exact same composition.
  1062. > Since these were the last two decks left in the area, I
  1063. > was understandibly angered.
  1064.  
  1065. This is an odd artifact of the manufacturing process. You don't get
  1066. random cards, you get a sequence of cards, and where the cards start
  1067. in the sequence is random. You had three pairs start in identical
  1068. places. What a drag.
  1069.  
  1070. >-------------------
  1071. >From: "Jeremy C. York" <jeremy@stat.cmu.edu> <jeremy/daemon>
  1072. >
  1073. >Also, this "fix" of untapping a paralyzed creature during upkeep
  1074. >doesn't seem right to me -- if I a Meekstone is in play and my
  1075. >Craw Wurm has a Paralyze on it, it seems ridiculous to me that
  1076. >the Wurm should be able to untap *because* of the paralyze.
  1077. >*I* don't think this is "Cool!"
  1078. >
  1079. >How about "No fast effects that require casting a spell or
  1080. >tapping a permanent (other than land) during upkeep"
  1081. >
  1082. >So you can tap land in order to feed Paralyze, you can tap land
  1083. >to power a CoP...and not much else!
  1084.  
  1085. Complicated.
  1086.  
  1087. I know, this Un-Double-Poke fix causes other problems, but they're
  1088. all smaller than the original flaw. With a game this complicated,
  1089. there will always be problems, and we're working to clear as many as
  1090. possible for the 2nd ed. In the meantime, we all just get to glare at
  1091. each other a lot. Sigh.
  1092.  
  1093. --------------------------------------------------------------------------------
  1094.  
  1095.  
  1096. Date: Wed, 10 Nov 93 22:15:11 -0800
  1097. From: Dave Howell <snark@wizards.com>
  1098.  
  1099. >From: John Charles Fiala <jf2z+@andrew.cmu.edu> <jf2z+/daemon>
  1100. >
  1101. >The Blue Elemental Blast says, 'Cast to counter a red spell being cast
  1102. >or to destroy any red spell in play."
  1103. >
  1104. >Now, If I cast a blue elemental blast on a troll *in play*, I think the
  1105. >troll should die. My erstwile opponent doesn't. My argument, is that
  1106. >the card is destroyed, and the intent was that regenerating creatures
  1107. >would be killed. His argument is that the card only says 'destoryed'
  1108. >and not 'destroyed w/o possiblity of regeneration', that the troll stays
  1109. >around, assuming you've got the R to regenerate it with.
  1110.  
  1111. Ick. Well, I think the troll should die too, but that's not what the
  1112. card actually says. :( Destroyed=killed=can regenerate. Bleh.
  1113.  
  1114. --------------------------------------------------------------------------------
  1115.  
  1116. Date: Wed, 10 Nov 93 22:52:34 -0800
  1117. From: Dave Howell <snark@wizards.com>
  1118.  
  1119. Oh, by the way, re: fork.
  1120.  
  1121. "Any [spell] just cast is ...]
  1122.  
  1123. Just cast. As in, just sucessfully cast. You have to stop the
  1124. Lightning Bold BEFORE the fork is cast. Until the Bolt is past tense,
  1125. you can't use Fork.
  1126.  
  1127. There. <dusts hands>
  1128.  
  1129. --------------------------------------------------------------------------------
  1130.  
  1131. Date: Tue, 16 Nov 93 10:35:33 -0800
  1132. From: Dave Howell <snark@wizards.com>
  1133.  
  1134. A note on somebody's question.
  1135.  
  1136. The Rock Hydra does have an X/X power/toughness, based on the mana
  1137. used to cast it. This happens to make Raise Dead completely useless
  1138. on this creature. Since it has no memory of its former life, it
  1139. can't use the X it had before, and X always defaults to 0 for
  1140. purposes of cost unless the spell was cast during the present turn.
  1141. Ergo, it's a -1/0 creature when raised. Oops.
  1142.  
  1143. --------------------------------------------------------------------------------
  1144.  
  1145. Date: Sun, 21 Nov 93 09:07:41 -0800
  1146. From: Dave Howell <snark>
  1147.  
  1148. >> 3a) Tapping land happens at the speed of an interrupt. If a variable
  1149. cost
  1150. >> spell (eg. Fireball) is Spell Blasted, can more land be tapped and the
  1151. mana
  1152. >> thrown into the spell to stop the Fire Ball from being countered?
  1153. >>
  1154. >
  1155. >Yes
  1156.  
  1157. No. Unlike fast effects, you must set the cost of an X in the casting
  1158. cost when you first take the card from your hand.
  1159.  
  1160. >> 5a) A 4/4 Nightmare is hit with a Lightning Bolt, then one of his
  1161. >> supporting swamps is destroyed. Is he then a 3/3 Nightmare with 3
  1162. Points
  1163. >> of damage (dead) or a 3/3 Nightmare with 2 Points of damage (alive)? In
  1164. >> other words, can the owner choose to remove one of the damaged points of
  1165. >> toughness or not?
  1166. >
  1167. >Nightmare is dead, it has taken three damage, and then its 3/3 wich means
  1168. >its dead. You can't dispose of the missing life points its just damage
  1169. >accumulation vs. current toughness.
  1170.  
  1171. A 4/4 Nightmare becomes a 4/1 nightmare. The loss of a swamp means it
  1172. becomes a 3/1 Nightmare. The creature's toughness is reset at the
  1173. end. The issue of accounting for damage as total damage done vs.
  1174. toughness left is very subtle, and is not explained anywhere in the
  1175. rules.
  1176.  
  1177. >Okay. If you think this wording is ambiguous, you're not thinking it
  1178. >through. If by dies, you mean the whole go-to-the-graveyard process,
  1179. >then *NO* card that dies can be regenerated, as regenerate can only
  1180. >ever be played at the moment of death. If that's what was meant, then
  1181. >disintigrate just has a silly tautology on it.
  1182.  
  1183. I'm afraid Disintegrate has a silly tautology on it.
  1184.  
  1185. >So, does the Kormus Bell make them into creatures *instead* of land,
  1186. >or creatures *in addition to* land?
  1187.  
  1188. In addition to.
  1189.  
  1190. >> I think that the intent of Consecrate Land was simply that no
  1191. >> enchantments except Consecrate Land could affect that land. Why is
  1192. >> that so hard?
  1193.  
  1194. Because you don't get to play a card based on the intent, but only on
  1195. the words printed. We wish this weren't necessarily true, but it's
  1196. the only vaguely fair way to play.
  1197.  
  1198. >That may have been the intent, but then why would Snark have said
  1199. otherwise
  1200. >at OryCon? An update or clarification may change this, but currently, by
  1201. the
  1202. >rules in the book, the FAQ, and the "official" postings I've seen so far,
  1203. a
  1204. >Concecrated Land can be affected by Living Lands.
  1205.  
  1206. Exactly.
  1207.  
  1208. >I play the black spell "Word of Command" on my opponent.
  1209. >He has a Disintegrate spell in his hand, which I want him
  1210. >to use on one of HIS creatures (this is a legal target for
  1211. >the Disintegrate spell). My opponent claims that HE, NOT I,
  1212. >decides the amount of additional mana pumped into the
  1213. >Disintegrate (the "X" of the casting cost), as it is legal to cast
  1214. >it with a strength of zero. His claim is based on the phrase
  1215. >"legal spell" on the WoC card (don't have the full text handy,
  1216.  
  1217. Casting with 0 is legal, as is casting with any other value up to the
  1218. amount of non-spell mana available. Clearly a decision must be made,
  1219. and Word of Command says you get to make it.
  1220.  
  1221. ><Stuff about vampire w/ lance and 11 1/1 creatures deleted>
  1222. >
  1223. >>Bzzt. Vamp w/ Lance kills four and does not suffer any damage from
  1224. >them because
  1225. >>of the Lance which allows him to kill them before they can touch him.
  1226. Lance
  1227. >>gives a creature First Strike.
  1228. >
  1229. >The interesting thing about this question is that the vampire gets the
  1230. >counters when the creature dies. The creatures don't technically die
  1231. >until they hit the graveyard, because they could be regenerated after
  1232. >the damage phase. All damage is simultanious. So the vampire kills 4
  1233. >of the creatures, but takes another 7 points of damage BEFORE it gets
  1234. >the counters. I think the vampire would die.
  1235.  
  1236. This is really interesting. According to our revised, expanded
  1237. sequence of play, dead=goes to graveyard, and creatures go at the end
  1238. of battle. The vampire wouldn't get the points until then, after the
  1239. non-first strike creatures can do damage back. Vampire dies.
  1240.  
  1241. --------------------------------------------------------------------------------
  1242.  
  1243. Date: Mon, 22 Nov 93 14:10:27 -0800
  1244. From: Dave Howell <snark>
  1245.  
  1246. Ladies and Gentlemen, I regret having wasted people's time on the
  1247. Fork/Counterspell issue. What happens is the interaction between the
  1248. Fork spell being an Interrupt, the fact that the card says "just
  1249. cast," (past tense), and the definition of casting, which actually
  1250. was codified after the game was released. I have been basing my
  1251. rulings on the phrase "just cast," but the message below is clear and
  1252. concise enough to bring out the utter paradox between this and the
  1253. Interrupt rules. Fork cannot both be an interrupt and affect spells
  1254. "just cast." Ergo, "just" is a typo. Please replace it with the word
  1255. "being," it affects spells "being cast."
  1256.  
  1257.  
  1258. >What I'm interested in is if we have consensus on my CONCLUSIONS below.
  1259. >Only a fraction of this is a re-hash of what's already gone by. For
  1260. >reference, this is the text of Fork:
  1261. >
  1262. > "Any sorcery or instant spell just cast is doubled. Treat Fork as an
  1263. exact
  1264. > copy of the target spell except that Fork remains red. Copy and
  1265. original
  1266. > may have different targets."
  1267. >
  1268. >HYPOTHESIS 1
  1269. >------------
  1270. >The phrase "just cast" is equivalent to "successfully cast." At the
  1271. moment
  1272. >Lightning Bolt becomes "just cast" the opponent takes 3 damage.
  1273.  
  1274. True.
  1275.  
  1276. >COROLLARY 1.1
  1277. >-------------
  1278. >In order to successfully Fork my Lightning Bolt, I must wait until it
  1279. >becomes "just cast."
  1280.  
  1281. No longer true. You *must* interrupt the Lightning Bolt before it's
  1282. done being cast.
  1283.  
  1284. >COROLLARY 1.2
  1285. >-------------
  1286. >If I interrupt my Lightning Bolt with my Fork, then my Fork will not be
  1287. >able to use the Lightning Bolt as the target, because the Lightning Bolt
  1288. is
  1289. >not the "just cast" spell.
  1290.  
  1291. Also no longer true.
  1292.  
  1293. >CONCLUSION 1.1
  1294. >--------------
  1295. >If my opponent takes the damage from the Lightning Bolt, and then I Fork
  1296. >the Lightning Bolt, he can no longer Counterspell the Lightning Bolt--only
  1297. >the Fork. IS THIS CORRECT?
  1298.  
  1299. No. He can counterspell either. The counterspell will take effect
  1300. first, since it was cast later, leaving no spell for the Fork to
  1301. fork.
  1302.  
  1303. >CONCLUSION 1.2
  1304. >--------------
  1305. >To run a series of Forks off one Lightning Bolt, you must successfully
  1306. cast
  1307. >the Lightning Bolt, then successfully cast a Fork (which will become a
  1308. >Lightning Bolt, do 3 damage, and become "just cast" all at the same time),
  1309. >then successfully cast a 2nd Fork on the 1st Fork (which is now a
  1310. Lightning
  1311. >Bolt), etc. There is no interrupting taking place here. IS THIS CORRECT?
  1312.  
  1313. No.
  1314.  
  1315. >CONCLUSION 1.3
  1316. >--------------
  1317. >(Already answered by Snark, but restated here.) I cast Lightning Bolt, my
  1318. >opponent interrupts with Counterspell, and I interrupt with Fork. What
  1319. >happens? Nothing. No Lightning Bolt (it is Counterspelled), and my Fork
  1320. >could succeed IF I point it at the spell "just cast" which is the last
  1321. >spell successfully cast BEFORE the Lightning Bolt. IS THIS CORRECT?
  1322.  
  1323. You can get the effect you want by forking the Counterspell, and
  1324. counterspelling it back, leaving the lightning bolt to succeed on its
  1325. own. Your Fork will create a copy of the spell in progress, the
  1326. counterspell, and finish its effects before the counterspell
  1327. realizes it's failed. Your interrupt takes effect first.
  1328. Strange but true.
  1329.  
  1330. >CONCLUSION 1.4
  1331. >--------------
  1332. >Assume I have two Forks and a Lightning Bolt. I cast the Lightning Bolt,
  1333. >and assume my opponent lets it succesfully complete. Then I cast Fork,
  1334. but
  1335. >my opponent Counterspells the Fork. I let the Counterspell successfully
  1336. >complete. Oops! I no longer have access to my original Lightning Bolt,
  1337. >because the spell "just cast" is the Counterspell. IS THIS CORRECT?
  1338.  
  1339. No. However you can counter the counterspell as seen above.
  1340.  
  1341. >CONCLUSION 1.5
  1342. >--------------
  1343. >Assume I have two Forks and a Lightning Bolt. I cast the Lightning Bolt,
  1344. >and assume my opponent lets it succesfully complete. Then I cast Fork #1.
  1345. >My opponent interrupts with Counterspell. I interrupt with Fork #2.
  1346. (Fork
  1347. |JM
  1348. 2uKW-HK$]4e original Lightning Bolt, as that is the spell "just
  1349. >cast.") For the resolution, we flip to page 30 of the rulebook:
  1350. >
  1351. > "If the same spell [ Fork #1 ] has more than one interrupt [
  1352. Counterspell,
  1353. > Fork #2 ] done during its casting, the caster [ me ] of that spell [
  1354. Fork
  1355. > #1 ] does his or her interrupts first [ Fork #2 ], regardless of
  1356. whether it
  1357. > was announced first."
  1358. >
  1359. >(Side note: There is an error in this sentence, where the singular "it"
  1360. has
  1361. >a plural antecedent, "interrupts." Presumably, "it was" should be "they
  1362. >were.") So the sequence is: Fork #1 is interrupted by Fork #2 is
  1363. >interrupted by Counterspell. The resolution is Counterspell counters Fork
  1364. >#1 (which was the target of the Counterspell, never mind the fact that
  1365. Fork
  1366. >#2 has technically fired off in between!) and Fork #2 successfully
  1367. >completes, becoming a Lightning Bolt and doing 3 damage to the opponent.
  1368. >IS THIS CORRECT?
  1369.  
  1370. The results are correct.
  1371.  
  1372. >CONCLUSION 1.6
  1373. >--------------
  1374. >Assume I have two Forks and a Lightning Bolt. I cast the Lightning Bolt,
  1375. >and assume my opponent lets it succesfully complete. Then I cast Fork #1.
  1376. >My opponent interrupts with Counterspell. I interrupt with Fork #2. My
  1377. >opponent interrupts with Counterspell #2. (I am not making this up.) For
  1378. >the resolution, use the same rule as in CONCLUSION 1.5 above. The
  1379. sequence
  1380. >is: Fork #1 is interrupted by Fork #2 is interrupted by Counterspell #1 is
  1381. >interrupted by Counterspell #2. Counterspell #2 counters Fork #2,
  1382. >Counterspell #1 counters Fork #1, and nothing happens. But wait! Now
  1383. >apply the same rule to Counterspell #1:
  1384. >
  1385. > "If the same spell [ Counterspell #1 ] has more than one interrupt [
  1386. Fork
  1387. > #2, Counterspell #2 ] done during its casting, the caster [ my opponent
  1388. ] of
  1389. > that spell [ Counterspell #1 ] does his or her interrupts first
  1390. > [ Counterspell #2 ], regardless of whether it was announced first."
  1391. >
  1392. >So the sequence is: Fork #1 is interrupted by Counterspell #1 is
  1393. >interrupted by Counterspell #2 is interrupted by Fork #2. The resolution
  1394. >is Fork #2 successfully completes, becoming a Lightning Bolt and doing 3
  1395. >damage to the opponent, Counterspell #2 fizzles because its target is
  1396. gone,
  1397. >Counterspell #1 counters Fork #1. IS THIS CORRECT?
  1398.  
  1399. <blink> The solution is to cast Counterspell #2 during Fork #2, since you
  1400. cannot play both forks w/o allowing the other player to respond. You play
  1401. F1, you opponent plays C1 during F1, you play F2 during C1, and your
  1402. opponent plays C2 during F2. Only C2 is extant during F2, so F2 dies. C1 is
  1403. during F1, so it dies. The rule quoted above is ambiguous. Choice of frames
  1404. is everything here.
  1405.  
  1406. >TOTAL CONFUSION 1.7
  1407. >-------------------
  1408. >How does the next sentence in the rulebook, on page 31, apply? It reads:
  1409. >
  1410. > "Interrupts take effect immediately, unless they themselves are
  1411. interrupted,
  1412. > in which case you resolve their interruptions first."
  1413.  
  1414. That's intended to de-ambiguize the above ruling. :)
  1415.  
  1416. >So what's the deal? Do we resolve the interrupts 1 by 1 (in which case,
  1417. we
  1418. >have clear pairs of Fork vs. Counterspell) or do we start moving
  1419. interrupts
  1420. >around according to whose perspective and which spell?
  1421.  
  1422. The former.
  1423.  
  1424. Where's my ibuprofin?
  1425.  
  1426. >1) Volcanic Eruption
  1427. >
  1428. >The situation is that I have two mountains, my opponent has three. He
  1429. >also has an Ironwood Tree out. I cast Volcanic Eruption.
  1430. >
  1431. >Can I spend 5 mana do destroy the Ironwood tree even though my opponent
  1432. >has only two mountains?
  1433.  
  1434. Yes.
  1435.  
  1436. >If I do spend 5 mana, do my mountains have to be destroyed as well?
  1437.  
  1438. Yes.
  1439.  
  1440. >2) Power Surge
  1441. >
  1442. >When Power Surge is cast, does it go into effect immediately? If so, it
  1443. >is one HECK of an ambush spell...just wait till your opponent has 15 mana,
  1444. >but doesn't use any of it, and whamo!
  1445.  
  1446. When played it applies to the next person to have an untap phase.
  1447.  
  1448. >3) Mana Barb
  1449. >
  1450. >If you have a Circle of Protection: Red, does this protect against Mana
  1451. >Barb, which is a red spell? Even though in order to get the protection,
  1452. you
  1453. >must tap mana, which does a point of damage, and to avoid that, you need
  1454. >to tap another, to avoid more...etc etc.
  1455.  
  1456. Exactly. The only way to make a CoP:red work against manabarbs is to have
  1457. some non-land mana available.
  1458.  
  1459. >4) Upkeep
  1460. >
  1461. >If a card is out that does damage during upkeep (Copper Tablet, Feedback),
  1462. >does it do damage if you have no cards that require upkeep?
  1463.  
  1464. Oh, yes. You still have an upkeep phase every turn, even if you don't do
  1465. anything during it.
  1466.  
  1467. >1. The difference between the special ability of regeneration and
  1468. > the enchant creature 'Regeneration' is that the later can be
  1469. > disenchanted, affected by tranquility etc, i.e. can be removed from
  1470. > play separately. ===
  1471.  
  1472. True.
  1473.  
  1474. >2. An attacking creature cannot regenerate, neither by abilty nor by
  1475. > enchant creature cast before, because it is tapped. (page 24, 27)
  1476.  
  1477. False.
  1478.  
  1479. >3. An attacking creature can regenerate by death ward.
  1480.  
  1481. True.
  1482.  
  1483. >4. A regenerating attacking creature deals damage. (page 26)
  1484.  
  1485. False.
  1486.  
  1487. >5. A by death ward regenerating creature (attacking or defending) deals
  1488. > damage.
  1489.  
  1490. False.
  1491.  
  1492. >6. The enchant creature 'Firebreathing' lasts until end of turn. (each
  1493. > use of mana to boost the power.) (in analogy to page 29)
  1494.  
  1495. True.
  1496.  
  1497. >7. An in my last turn freshly summoned creature can defend in my opponents
  1498. > following turn, unless it somehow becomes tapped.
  1499.  
  1500. True.
  1501.  
  1502. >PS: Comes the unlimited printrun with new rules or are they due for the
  1503. revised
  1504. > edition?
  1505.  
  1506. Revised.
  1507.  
  1508. > 1) The rules don't specifically say that you can use the banding
  1509. >ability during blocking. Does that mean you can't band 5 creatures
  1510. >together to block, and decide which one dies?
  1511.  
  1512. You can do exactly that. You don't see this from p. 28?
  1513.  
  1514. > 2) I have a green creature/w green ward on it. Does it mean
  1515. >tranquality (green spell) can still get rid of the enchantment?
  1516.  
  1517. Yes.
  1518.  
  1519. > 3) My Personal Incarnation gets swords to plowshare.
  1520. >Technically, PI isn't destroyed. Do I still lose half life?
  1521.  
  1522. No.
  1523.  
  1524. > What is the exact ruling on this seemingly nasty creature, in terms
  1525. >of 'each time the fungusaur is damaged'? Does this mean that you can
  1526. >use three Prodigal Sorcerers on it in your turn (now a 5/5 creature) then
  1527. >two more in your opponents turn (now 7/7).
  1528.  
  1529. If you've got 5 Tims, yes.
  1530.  
  1531. What about in attack phases?
  1532. >When attacking, does it receive +1/+1 for each creature blocking (and
  1533. doing
  1534. >damage), or +1/+1 once for the whole bunch?
  1535.  
  1536. 1 for the bunch, since they're simultaneous.
  1537.  
  1538. > Taking a look at the Sengir vampire which seems like the Fungusaur's
  1539. >opposite (but definitely not its equal), it looks like the Fungusaur
  1540. should
  1541. >have read 'Each turn the Fungusaur is damaged...'
  1542.  
  1543. It should have, but didn't. Our mistake.
  1544.  
  1545. --------------------------------------------------------------------------------
  1546.  
  1547. Date: Tue, 30 Nov 93 04:14:01 -0800
  1548. From: Dave Howell <snark>
  1549.  
  1550. >From: mathiesen@brhep1.physics.brown.edu <mathiesen/daemon>
  1551. >
  1552. > Actually, the text of island sanctuary says: "cannot be attacked by
  1553. >creatures other than flying and islandwalking creatures", not "can't be
  1554. >damaged." So the imp nettles, creature can't attack anything, and is
  1555. >destroyed.
  1556.  
  1557. Actually, it says both. This is a card that changed between the alpha
  1558. and beta parts of the first print run. :)
  1559.  
  1560. >From: Jeff Alexander <jwa@zap.iipo.gtegsc.com> <jwa/daemon>
  1561. >
  1562. > Personally, I believe playing with decks that have been modified
  1563. >by trading and card omission to be fair, since A) the rulebook implies
  1564. >that these things can and should be done, and I'm willing to give the
  1565. >game designers the benefit of the doubt; B) trading can be fun; C)
  1566. >playing with the same deck all the time can be boring -- furthermore,
  1567. >playing with the same, weak deck that puts your chance of winning more
  1568. >in the hands of luck than skill is frustrating (and I DON'T like the
  1569. >alternative of buying a whole new Starter Deck because I got a "bad"
  1570. >one); and D) some cards are *just* *plain* ANNOYING (Copper Tablet,
  1571. >anyone?).
  1572.  
  1573. Your best clue is that we advertise it as a "Trading Card Game." You
  1574. are supposed to win and trade for new cards, and we certainly expect
  1575. you to put those cards in your deck if you choose.
  1576.  
  1577. >From: kimbo@netcom.com (Kimbo Beattie) <kimbo/daemon>
  1578. >
  1579. >I have two Frozen Shades in play. I tap five Swamps. The text for
  1580. >the Frozen Shade says "B:/+1/+1 until the end of turn.
  1581. >What happens? Do I have two 5/6 Frozen Shades? Does mana spent to
  1582.  
  1583. It costs one black mana to pump a shade. If you use 5 black mana to
  1584. power one special effect, the other shade will get nothing.
  1585.  
  1586. >From: ulbrikg0@seraph1.sewanee.edu (Karl G. Ulbrich) <ulbrikg0/daemon>
  1587. >
  1588. >1. Suppose Kudzu is cast on a land. Each time that land is tapped, and
  1589. > thus destroyed, the Kudzu is replaced on another land card. Suppose
  1590. > however that someone uses Sinkhole or Stone Rain on the Kudzued land.
  1591. > The land is destroyed, but it hasn't been tapped. Is the Kudzu
  1592. > discarded, or is it moved to another land as it would be if the
  1593. > land was destroyed as a result of the Kudzu?
  1594.  
  1595. Discarded.
  1596.  
  1597. >2. If the Cockatrice blocks or is blocked by a creature that can
  1598. regenerate,
  1599. > can the creature regenerate? The cockatrice card says the critter is
  1600. > "destroyed", but I don't know if that means it's dead, and can thus
  1601. > regenerate, or dead without possibility of regeneration. (I say it's
  1602. > destroyed and can't regenerate, but there's dissention in the ranks...)
  1603.  
  1604. "Destroyed" = "Killed" = "may regenerate"
  1605.  
  1606. In this edition, we always say "without possibility of regeneration."
  1607. Somttime (maybe Feb. or Mar.), we'll have new cards that use "buried"
  1608. to mean "dead without possibility of regen."
  1609.  
  1610. --------------------------------------------------------------------------------
  1611.  
  1612. Date: Tue, 30 Nov 93 11:43:54 -0800
  1613. From: Dave Howell <snark>
  1614.  
  1615. >From: kimbo@netcom.com (Kimbo Beattie) <kimbo/daemon>
  1616. >
  1617. >Example: Conversion (all Mountains treated as Plains) is in play. I
  1618. >draw and play a Consecrate Land on one of my enchanted (via the
  1619. Conversion)
  1620. >Mountains. Does the enchanted Mountain revert back to a "true" Mountain?
  1621.  
  1622. Afraid not. It is not being enchanted itself, although it is being
  1623. influenced by an enchantment, a dreadfully subtle point, I admit.
  1624.  
  1625. >From: ullfig@fnrobo.fnal.gov (Roberto Ullfig) <ullfig/daemon>
  1626. >
  1627. >Q. Does a Disenchant cancel the -effects- of the Island
  1628. >Sanctuary or does the controller of the Island Sanctuary
  1629. >continue to get the benefits of it until his next turn,
  1630. >even though it may not be in play anymore?
  1631.  
  1632. The benefits of Island Sanctuary would cease immediately.
  1633.  
  1634. >From: ullfig@fnrobo.fnal.gov (Roberto Ullfig) <ullfig/daemon>
  1635. >
  1636. >Tap the Tome, draw a card and use that card to prevent the
  1637. >damage from the Wandelust. In this instance the card that was
  1638. >drawn was a Swords to Ploughshares which I could play on my
  1639. >Goblins, destroying them, taking 1 point from Wanderlust and
  1640. >gaining 1 point from Swords to Ploughshars leaving me with
  1641. >1 life point and no Goblins or Wanderlust.
  1642.  
  1643. That would work.
  1644.  
  1645. >From: ullfig@fnrobo.fnal.gov (Roberto Ullfig) <ullfig/daemon>
  1646. >
  1647. >Q. Are Forests which are -living- because of Living Lands treated
  1648. >as Land-Creatures and effected by spells affecting both Lands and
  1649. >Creatures or are they treated as Creatures which can be tapped for
  1650. >1 mana like Llanowar Elves?
  1651.  
  1652. They are Land-Creatures, still susceptible to sinkhole and the like.
  1653.  
  1654. >From: Kai Chang <enkadu@eden.rutgers.edu> <enkadu/daemon>
  1655. >
  1656. > The text of the Jade Statue says spend 2 mana to turn into a
  1657. >creature. Does that mean after it's a creature I can do instants like
  1658. Jump
  1659. >on it?
  1660.  
  1661. That's correct.
  1662.  
  1663. > 2) My opponent attacks with a War Mammoth. I defend with 2
  1664. >creatures, not banded. He claims that he could assigned enough damage to
  1665. >kill one creature and then to me. I say he can get to me only if he gets
  1666. >pass all the toughness of all the defending creatures. He says the
  1667. trample
  1668. >ability (as stated in the rules book) only mentioned 1 defending creature.
  1669. >Who is right?
  1670.  
  1671. He is. If a trampler puts all its power on a weak spot and gets
  1672. through, damage is done to the other player, even if other creatures
  1673. used in defense are unharmed.
  1674.  
  1675. > 3) If my opponent casts a Control Magic on my creature, and
  1676. then
  1677. >I cast a Control Magic, who now controls the creature?
  1678.  
  1679. You do. If your Control Magic is dispelled, then it snaps back to
  1680. her, unless her CM is dispelled, allowing the creature to return
  1681. home.
  1682.  
  1683. > 4) If I have a Firebreathing on a creature, and my opponent
  1684. >casts control magic, who is the controller of the firebreathing?
  1685.  
  1686. You are still.
  1687.  
  1688. > 5) If there is a creature with flight and earthbind on it,
  1689. and
  1690. >the flight is taken off, will the earthbind be taken off also (I argue yes
  1691. >because the card specifically targets flying creatures).
  1692.  
  1693. Nope. You must *cast* it on a flying creature, but if an enchantment
  1694. becomes illegal after it is cast, it just sits around hoping it will
  1695. become legal again later.
  1696.  
  1697. > 6) I have a living wall. My opponent casts a shatter
  1698. artifact
  1699. >on it. Can I regenerate? Can I regenerate from a Disenchantment?
  1700. (There is
  1701. >a text difference between the two.)
  1702.  
  1703. You can regenerate from shatter. You cannot from disenchant.
  1704.  
  1705. >From: "Kohler, Steve*" <kohler#m#_steve*@msgate.corp.apple.com>
  1706. <kohler#m#_steve
  1707. >
  1708. >Unlimited Edition:
  1709. >How compatible will these cardbacks be with the other runs? If they are
  1710. then
  1711. >no problem. If not then since this will be the most common cardback
  1712. around
  1713. >(due to the lack of limit on printing quantity) any extra cards players
  1714. have
  1715. >from the limited print runs will have less value as playing cards.
  1716.  
  1717. Identical within our manufacturing ability.
  1718.  
  1719. >From: ullfig@fnrobo.fnal.gov (Roberto Ullfig) <ullfig/daemon>
  1720. >
  1721. >If you clone a 20-headed Rock Hydra do you then have 2 20-headed Rock
  1722. Hydras,
  1723. >one of which only costs 4 mana to summon instead of the normal 22?
  1724.  
  1725. Yes.
  1726.  
  1727. >just remembering things like Animate Dead and such. I myself
  1728. >would think it would be neat in the future to have spells
  1729. >(maybee "Permanent Sorcery") that would have a permanent effect
  1730. >on a duel.
  1731.  
  1732. We have such things. They're called "enchantments." :)
  1733.  
  1734. >So did you set mail to ack so you could get messages instead
  1735. >of digests? I did and it seems to work. Doesn't make sense
  1736. >with what the guy from WotC said. Was he lying?
  1737.  
  1738. That just means we didn't lock the change down. If enough people
  1739. change over, we'll get tossed off our mail link.
  1740.  
  1741. >> Hi, I ran in to a couple of problems tonight while playing. The first
  1742. >>involved a clone. Someone tried to red elemental blast a clone that was
  1743. >>cloneing a serra angel. What I figured was that the clone became a white
  1744. >>card, and could not be blasted, the other guy thoght that the CREATURE
  1745. was
  1746. >>white, but the card was blue.
  1747.  
  1748. The creature is the card. It was all white, there was no blue left
  1749. after the cloning process.
  1750.  
  1751. >> Second, can the basalt monolith [the new card, not the 1st printing
  1752. one]
  1753. >>be untapped during someone else's turn, i.e. not during upkeep. Again, I
  1754. >>thought no, the other guy thought yes. The wording on both cards is a
  1755. little
  1756. >>vague...
  1757.  
  1758. You can untap it at any time.
  1759.  
  1760. >From: Mike Evans <AXMEV@asuvm.inre.asu.edu> <axmev/daemon>
  1761. >
  1762. >>Earthbind states that it does 2 damage to the target creature who also
  1763. loses
  1764. >>the flying ability. Does the 2 points of damage occur EACH turn or is
  1765. it only
  1766. >>when the enchantment is cast?
  1767. >
  1768. >It's an Enchantment..so That creature now is two points less on Toughness
  1769. >until enchantment is gone, also can't fly. If it kills creature, Creature
  1770. >is dead.
  1771.  
  1772. Ah, but it doesn't say "0/-2" it says Damage. It takes two points of
  1773. damage when the card is first played, then never causes that damage
  1774. again.
  1775.  
  1776. >From: Brian Markenson <brianm@soda.berkeley.edu> <brianm/daemon>
  1777. >
  1778. >A question of my own regarding this: My opponent casts power surge. I
  1779. >did nothing on the previous turn, so I have 17 untapped mana. Do I have
  1780. >the opportunity to do things AT THE BEGINNING OF MY TURN? Instants and
  1781. >such. For example, can I somehow make use of my guardian angel? Tap my
  1782. >white mana, and then tap all the rest of it? Or something like
  1783. >that...Obviously, this is happening BEFORE the untap phase, I guess...how
  1784. >does this play with the rule that I heard of last week--no instants or
  1785. >spells, during the untap phase...I'd really like an answer to this one.
  1786.  
  1787. You will take the damage. During upkeep, you have the opportunity to
  1788. respond to events that occured at the start of the turn, like this
  1789. damage, if you live that long.
  1790.  
  1791. --------------------------------------------------------------------------------
  1792.  
  1793. Date: Thu, 2 Dec 93 01:46:10 -0800
  1794. From: Dave Howell <snark>
  1795.  
  1796. >Q1: I know this has been asked before and I know it is explicitly
  1797. >stated in the FAQ, I would just like OFFICIAL confirmation that
  1798. >the FAQ is accurate. According to the FAQ, only 1 defender has to have
  1799. >banding ability for all the defenders to band and block a critter.
  1800. >(Ie, my 4 Unicorns and 1 Benalish hero are considered a band
  1801. >if they all block the same attacking creature).. Is this correct?
  1802.  
  1803. The FAQ is officially official. Really. Just like it says. The
  1804. section this part refers to is simply a repetition of what the
  1805. rulebook says.
  1806.  
  1807. >Q3: Again, this sacrifice thing. Is Swords to Plowshares a spell that
  1808. causes
  1809. >a creature to be sacrificed or does sacrifice ONLY refer to spells
  1810. >which SAY sacrifice?
  1811.  
  1812. It's not a sacrifice.
  1813.  
  1814. >Q4: Strange scenario(perhaps invalid depending on the answer to my above
  1815. >2 questions). I cast Howl From Beyond on, say, a Grizzly and pump him
  1816. >up to a 10 Power. I then cast Berserk on him, pumping him up to a 20
  1817. >Power with trample. From the card, it says, "If it(the creature) attacks,
  1818. >target creature i destroyed at end of turn." I attack my opponent.
  1819. >After combat is over the grizzly is still alive but I know
  1820. >at the end of the turn it will die, so I cast Swords to Plowshares on it.
  1821. >(as far as I know, this is legal). My opponent beleives that this is a
  1822. >sacrifice situation and plays Deathward on the Grizzly which keeps
  1823.  
  1824. Your opponent may not play deathward to stop StP.
  1825.  
  1826. >Can i Twiddle the mana for a spell while it is cast, therefore causing the
  1827. >spell to fizzle?
  1828.  
  1829. Not unless your opponent is very foolish, since tapping for mana is
  1830. an interrupt, and Twiddle is an Instant. They can always tap for mana
  1831. faster than you can twiddle.
  1832.  
  1833. >>Q2: This has to do with regeneration and sacrifices. There have been
  1834. >>2 conflicting rulings on this. One interpretation says that
  1835. >>creatures which are sacrificed cannot be regenerated. The other says
  1836. that
  1837. >>if the creature being sacrificed is regenerated, the sacrifice is
  1838. invalid.
  1839. >>Which is correct?
  1840. >
  1841. >Both, because there are two forms of sacrifice and each ruling applies to
  1842.  
  1843. The regeneration stopping a sacrifice rule has ONLY been posted in
  1844. the preliminary draft of the new rules, and has never been official
  1845. for any version of magic, nor will it be, since we've changed that
  1846. since that draft was released.
  1847.  
  1848. > Is the creation of an artifact a spell? I. e. can I spellblast my
  1849. >opponents Icy Manipulator or black vise or whatever? I realize that once
  1850. >it is created the various counterspells are useless...
  1851.  
  1852. Yes.
  1853.  
  1854. >Does the Chaos Orb destroy only those cards it is in contact with when it
  1855. >stops moving, or all cards that it touches while moving?
  1856.  
  1857. Stops moving.
  1858.  
  1859. >Is the Jade Statue tapped to attack while it is a creature? It is a poly
  1860. >artifact, and it states that it is only a creature for the duration of the
  1861. >"exchange". However, attacking creatures are tapped, and when attacking,
  1862. the
  1863. >Jade Statue is a creature. When it ceases to be a creature, does it untap?
  1864. >I tend to believe not.
  1865.  
  1866. You're correct. It taps when it attacks, and it stays tapped until
  1867. untap phase.
  1868.  
  1869. >Can the Jade Statue hold creature enchantments? It is described as an
  1870. artifact
  1871. >creature, which normally can, but it also states that it is only a
  1872. creature
  1873. >for the duration of an attack or defense, which indicates not. I'm not
  1874. sure
  1875. >on this one.
  1876.  
  1877. Normally, there's no way to cast a creature enchantment on the Jade
  1878. Statue.
  1879.  
  1880. >Can a tapped creature regenerate?
  1881. >
  1882. >Can Death Ward be used on a tapped creature?
  1883.  
  1884. Same question. Yes to both.
  1885.  
  1886. >Can excess mana in your mana pool (caused by, say, Mana Flare or
  1887. whatever) be
  1888. >used to power Circles of Protection or other such spells/artifacts when
  1889. there
  1890. >is no use for them? Can the mana be used to regenerate creatures which
  1891. have
  1892. >not died? I tend to say no to both of these.
  1893.  
  1894. Generally, no.
  1895.  
  1896. >Can excess mana in your mana pool be used to increase the stats on a Holy
  1897. >Armor, Firebreathing, or similar enchantment? Can it be used to raise the
  1898. >stats on a Frozen Shade, Granite Gargoyle, or similar creature? On these,
  1899. I
  1900. >tend to say yes.
  1901.  
  1902. Correct again.
  1903.  
  1904. >When a Lich enchantment is dispelled (Disenchant or Tranquility), does the
  1905. >player who had the enchantment die, or is he returned to his original life
  1906. >point level?
  1907.  
  1908. As the card will tell you, the player dies.
  1909.  
  1910. >When a Time Vault is untapped, is the player untapping it required to pay
  1911. >any upkeep costs? Such as Lord of the Pit, Force of Nature, or similar
  1912. >card? (We found an effective use for this in team play; use Lord of the
  1913. Pit,
  1914. >slaughter an opponent or two, and when you run out of creatures, untap the
  1915. >Time Vault and let your partner Unsummon the Lord of the Pit...)
  1916.  
  1917. Clever, and legal.
  1918.  
  1919. >If a Twiddle or Icy Manipulator is used to tap a land, does the owner of
  1920. the
  1921. >land gain mana into his or her mana pool? If said land has a Wild Growth
  1922. >on it, does that enchantment place mana into the mana pool?
  1923.  
  1924. No, and yes. See the FAQ.
  1925.  
  1926. >Can a Twiddle be used to untap a land so that it may be tapped again for
  1927. mana?
  1928.  
  1929. Sure.
  1930.  
  1931. >Can a Twiddle or the Icy Manipulator be used to tap a Circle of
  1932. Protection,
  1933. >thus making it useless until that player's next untap phase? (A reason to
  1934. >cast multiple CoP's.)
  1935.  
  1936. See the cards. They cannot be used to tap enchantments. As a matter
  1937. of fact, enchantments >never< tap, although they may be on a card
  1938. that taps.
  1939.  
  1940. >Can a Circle of Protection: Green be used to prevent damage caused by not
  1941. >paying upkeep for the Force of Nature? Can a Circle of Protection: Black
  1942. be
  1943. >used to prevent damage caused by not paying upkeep for a Lord of the Pit?
  1944.  
  1945. Yes.
  1946.  
  1947. >An Icy Manipulator may be used to tap a creature. Can the Royal Assassin
  1948. >then be used an instant later to kill that creature?
  1949.  
  1950. Yes.
  1951.  
  1952. >The Royal Assassin is tapped to destroy one of my creatures, which is a
  1953. fast
  1954. >effect. I play a Twiddle in an attempt to tap the Royal Assassin. Do both
  1955. >effects happen simultaneously, or does the Twiddle happen first because it
  1956. >was the most recently played fast effect? i.e., is the target creature
  1957. dead?
  1958.  
  1959. They're instants, and not contradictory. Both happen. See the FAQ.
  1960.  
  1961. >The Prodigal Sorcerer is used to do a point of damage to my Royal
  1962. Assassin.
  1963. >I play a Red Elemental Blast, an Interrupt, to destroy the Prodigal
  1964. Sorcerer
  1965. >(a blue card in play). Does Tim get to poke my Royal Assassin, or does the
  1966. >Red Elemental Blast destroy it first? (I'm not sure on the timing of a
  1967. fast
  1968. >effect vs. an Interrupt.)
  1969.  
  1970. Interrupt wins. Nasty.
  1971.  
  1972. >I have a Circle of Protection: Blue. My opponent places a Power Drain on
  1973. my
  1974. >Circle of Protection. I must tap two lands to feed the Power Drain to
  1975. prevent
  1976. >taking damage. May I tap one land, feed the mana into the Circle of
  1977. Protection,
  1978. >and avoid damage that way?
  1979.  
  1980. Yes.
  1981.  
  1982. >I have the Venduran Enchantress in play. I cast a Weakness upon it,
  1983. killing
  1984. >her. Am I allowed to draw another card to replace the Weakness? (Actually
  1985. came
  1986. >up; I was rather desperate for a life saving card, and ended up drawing a
  1987. >Howl from Beyond that saved by life; I eventually lost anyways, but much
  1988. later,
  1989. >after much combat.
  1990.  
  1991. Yes, they're both instants.
  1992.  
  1993. --------------------------------------------------------------------------------
  1994.  
  1995. Date: Thu, 9 Dec 93 23:36:28 -0800
  1996. From: Dave Howell <snark>
  1997.  
  1998. >There is some overlap with the FAQ (BTW, someone really should post that
  1999. again
  2000. >sometime soon for the new people... it has been 6 weeks since the last
  2001. one).
  2002.  
  2003. New subscribers are automatically sent the FAQ.
  2004.  
  2005. >The caster of an enchantement is forever considered its controller. But
  2006. >if the enchantment is placed on another card, only the controller of the
  2007. >other card can spend mana to drive enchantments. (?)
  2008.  
  2009. Not true. The controller of an enchantment is the *only* person who
  2010. can spend mana on it, unless the card indicates otherwise. There is
  2011. presently no "control enchantment" spell.
  2012.  
  2013. >Unsure if trample damage works from the defender. Rulebook hints that it
  2014. >does not (?)
  2015.  
  2016. Correct.
  2017.  
  2018. >Animate Artifact:
  2019. > Artifact is now an Artifact-Creature and abides by creature rules while
  2020. > still being an artifact as well.
  2021. > If cast on an artifact-creature, the previous combat values and rules
  2022. for
  2023. > combat values are overridden by this enchantment. [Snark]
  2024.  
  2025. No! No! My error haunts me still! It can't be cast on Artifact
  2026. Creatures, according to the card itself.
  2027.  
  2028. >Island Sanctuary:
  2029. > Does not prevent creatures from attacking you, it just prevents damage
  2030. from
  2031. > any non-flying or IslandWalk creatures.
  2032.  
  2033. This depends on which version of Island Sanctuary you have. One says
  2034. they may not attack, the other says they can attack, but can't damage
  2035. you.
  2036.  
  2037. >Twiddle:
  2038. > Can be used to untap the Time Vault without skipping a turn [Snark]
  2039. > Tapping a continuous artifact deactivates it.
  2040. > The alpha printing card did not limit effect to just creatures, land
  2041. > and artifacts. It can be used to tap enchantments.
  2042.  
  2043. It said no such thing. >:( Enchantments never tap.
  2044.  
  2045. >
  2046. >"You lose all the mana in your mana pool if you do not use it before a
  2047. >phase ends. The mana pool is also cleared when an attack begins and
  2048. >when an attack ends. You lose a life point for each mana lost in this
  2049. >manner."
  2050. >
  2051. >By normal english grammar, the last sentence affects only the sentence
  2052. >before it, not the first. (It uses the singluar "this," refering to
  2053. >only one "manner" while there are two "manners" in which the mana pool
  2054. >may be cleared.)
  2055.  
  2056. Those silly rules. Any unspent mana, whether at the end of a phase or
  2057. before or after the attack subphase, causes mana burn.
  2058.  
  2059. >You have a Force of Nature, which you just attacked with, and a Twiddle
  2060. >in your hand. Your opponent has an untapped Royal Assassin in play.
  2061. >
  2062. >Your opponent taps his Assassin and targets your tapped Force of
  2063. >Nature... an instant. You pull out your Twiddle and untap your
  2064. >Force... another instant. Your Force becomes untapped at the same
  2065. >instant the Assassin kills it, but being untapped, it is no longer a
  2066. >valid target, so the Assassin has no effect. The Force can't be
  2067.  
  2068. But one instant cannot prevent another instant's effects from going
  2069. off unless there's a paradox. One card: "creature dies" Other card:
  2070. "creature untaps." The effects are not contradictory, so the Force
  2071. dies. It dies untapped, but it dies.
  2072.  
  2073. > Okay, here's an interesting question that came up last night... Is
  2074. >the "This will destroy artifacts with 0 casting cost" meant to be a
  2075. >mandate, or just a statement of what's usually obvious?
  2076. > Let's say that I have a bunch of Moxes in play for defensive
  2077. purposes,
  2078. >and my cruel opponent whips out an Animate Artifact, meaning to send one
  2079. of
  2080. >my innocent Moxes to that Great Deck In the Sky. But, being one of those
  2081. >smug white-deck players, I have previously deployed a Castle. Now,
  2082. >normally the animated Mox would be a 0/0 creature, and thus doomed to a
  2083. >wretched deck for having a zero or negative toughness. But in this case,
  2084. >it would be a perfectly viable 0/2 creature. So does the Mox still die,
  2085. or
  2086. >does it live to tap another day?
  2087.  
  2088. Lives to tap another day.
  2089.  
  2090. >The contract from below has the following wording
  2091. >"Discard your current hand and draw eight new cards,
  2092. >adding the first drawn to your ante. Remove this card
  2093. >from your deck before playing if you are not playing for ante."
  2094. >
  2095. >The spell is a Sorcery.
  2096. >
  2097. >Q1: Who is the card instructing to discard and draw a new hand?
  2098. >The caster, both players, or the opponent?
  2099.  
  2100. "Your" = you, the caster.
  2101.  
  2102. >Q2: Just to be officially clear on this, you ADD the first card
  2103. >to the ante so now you are anteing 2 cards, its not replace the ante,
  2104. >correct?
  2105.  
  2106. Right.
  2107.  
  2108. >I have a problem with my current understanding of damage,
  2109. >regeneration, and going to the graveyard. The rules seem
  2110. >pretty clear, but something in the FAQ seems to confuse the issue.
  2111. >I figured I'd bring it up, again, and see what everyone else thinks
  2112. >and maybe we can get the FAQ changed (or maybe you can convince me
  2113. >to shut up and leave FAQ corrections to more expereinced players)
  2114.  
  2115. Generally, you've gotten effects correct. The definition of regeneration
  2116. was
  2117. fixed after the game was released, and some of the cards reflect this in
  2118. wording
  2119. that doesn't make perfect sense.
  2120.  
  2121. >Next to last is Creature Bond:
  2122. >"If target creature is destroyed, Creature Bond does an amount of damage
  2123. >equal to creature's toughness to creatures controller."
  2124. >
  2125. >Since this calls for an something to happen when a creature is destroyed
  2126. >and not when a creature "goes to the graveyard" regeneration WILL NOT
  2127. >stop the controller from taking damage.
  2128.  
  2129. This is not correct. If it doesn't go to the graveyard, then it wasn't
  2130. destroyed.
  2131. Regeneration keeps a creature from going to the graveyard.
  2132.  
  2133. >Lastly, the Black sacrifice card.
  2134. >This says "Destroy one of your currnet creatures without regenerating it,
  2135. >and add to your mana pool a number of black mana equal to creatures
  2136. casting
  2137. >cost."
  2138. >
  2139. >First off, the card does not say the creature cannot be regenerated,
  2140. >just that if it is not regenerated you get the benefit of the spell.
  2141. >Therefore your opponent can regenerate it before it goes to the graveyard
  2142. >and you don't get the mana. Also, nothing is said about removing the
  2143. >card from the game so you are allowed to then cast spells like
  2144. >Raise Dead, Animate Dead, etc on the creature.
  2145.  
  2146. You're allowed to reanimate it, yes. It is immune from regeneration,
  2147. though. The
  2148. card does not make this clear, and could be interpreted either way.
  2149.  
  2150. >This interpretation makes Disintegrate a more powerfull spell rather than
  2151. >simply a single target version of fireball. Since the casting costs
  2152. >are the same for a single target, I beleive this was the original intent.
  2153. >Fireball has the ability to have multi-targets and Disintegrate has the
  2154. >ability of stripping regeneration from a creature for a turn.
  2155.  
  2156. that's how it's supposed to be.
  2157.  
  2158. >Q: If I enchant my opponents creature with the Regeneration enchantment
  2159. >I am the controller of that enchantment and can power it to keep the
  2160. >creature from dying, correct?
  2161.  
  2162. Correct.
  2163.  
  2164. >Another problem I had with regeneration is, as I interpret the rules
  2165. >damage accumulates and when it equals or exceeds a creatures toughness
  2166. >the creature dies. Damage is not subtracted from the toughness.
  2167. >When it exceeds the creatures toughness, the creature dies, than the
  2168. >controller regenerates it. Does the process of regeneration clear all the
  2169. >damage done that turn so far? I would say it does.
  2170.  
  2171. Yes, it does.
  2172.  
  2173. >1. What happens to a creature with bonuses like Holy Strength which are
  2174. > damaged... and afterwards the bonus is removed (by a Disenchant or
  2175. > such)?
  2176. >
  2177. > Snark has hinted that there is more here than meets the eye. For
  2178. example,
  2179. > a Hill Giant (3/3) with Holy Strength (+1/+2) (a total of 4/5) takes
  2180. > 3 damage. Is it proper to say that it is a 4/5 creature with 3 damage
  2181. or
  2182. > a 4/2 creature at this point? Does that matter?
  2183. > If the Holy Strength got removed, is it a 3/3 creature with 2 damage or
  2184. > a 3/2 creature (the Holy Strength absorbed 2 points of the damage)?
  2185.  
  2186. Snark was jerking your chain, as it turns out. I'd received contradictory
  2187. rulings, and picked the wrong system. Damage, as it turns out, works like
  2188. this:
  2189.  
  2190. For every point of damage, put a counter on the creature (an imaginary one
  2191. will
  2192. do). If at any time the creature's toughness is not greater than the
  2193. number of
  2194. counters, the creature has taken lethal damage. Proceed accordingly.
  2195.  
  2196. >2. The controller of enchantments has always had me somewhat confused. As
  2197. > I understand it right now, the caster of an enchantment is always the
  2198. > controller. There are no cards which change the controller of an
  2199. > enchantment. But (and here's the question) who can pay costs
  2200. associated
  2201. > with enchantments?
  2202.  
  2203. > The rulebook specifically states that only the controller can pay the
  2204. > costs associated with the enchantment. So, if I cast a Regenerate on
  2205. > another player's creature, am I the one who can pay to have it
  2206. Regenerate?
  2207. > Or is it my opponent?
  2208.  
  2209. You are the one.
  2210.  
  2211. > This gets a bit more complicated when Control Magic is used to steal
  2212. > away a creature. Who now "controls" the enchantments on the creature?
  2213. > Control Magic does not say that it takes control of the enchantments,
  2214. > so if I Control Magic a creature with Regeneration on it, can I power
  2215. > that enchantment?
  2216.  
  2217. Nope.
  2218.  
  2219. --------------------------------------------------------------------------------
  2220.  
  2221. Date: Thu, 9 Dec 93 23:37:40 -0800
  2222. From: Dave Howell <snark>
  2223.  
  2224. >What characteristics are "normal characteristics"?
  2225.  
  2226. See page 22 of the rulebook. ;)
  2227.  
  2228. >In the latest Ruling Summary, Volcanic Eruption cannot do more damage
  2229. >than mountains in play. This is not signified by a [Snark] symbol.
  2230. However,
  2231. >the previous Summary DID have a [Snark] symbol, and did state that VE can
  2232. do
  2233. >more damage than mountains?
  2234.  
  2235. [low, ominous music] You May Not Use Volcanic Eruption to Do More
  2236. Damage Than There Are Mountains In Play. The Great And Powerful Snark
  2237. Has Spoken. [flames billow forth]
  2238.  
  2239. (Pay no attention to the man behind the curtain.)
  2240.  
  2241. >Black knight has inherent Protection from white.
  2242. >Can other wards be placed on the Black knight?
  2243. >My impulse is to say no, but I'm not sure.
  2244.  
  2245. Use The Impulse, Luke.
  2246.  
  2247. >Simularly, Can Howl from beyond or Unholy Strength be put
  2248. >on the White Knight, which has Protection from Black?
  2249.  
  2250. It may not. What a drag!
  2251.  
  2252. >PS Any plans for a solitaire deckmaster game at any time in the future?
  2253. >I think that would be cool
  2254.  
  2255. Oh, yes, we'll release solitaire rules the very instant that anybody
  2256. in the entire world sends us a set that's fun. We have not had much
  2257. luck in inventing same.
  2258.  
  2259. >I don't think it would be logistically possible for WotC to make all their
  2260. >expansions unlimited. They probably have -thousands- of card ideas they
  2261. want
  2262. >to print and to have that many different cards in constant circulation is
  2263. >probably a very difficult task. However, I think that their supply of
  2264. limited
  2265. >edition cards is way too low. Because of such a high demand, cards stay
  2266. in the
  2267. >
  2268. > Before we all go griping about not being able to get our hands on
  2269. Limited
  2270. >Edition cards, let us remember that WotC wasn't exactly TSR before MtG
  2271. came
  2272. >out! I think they were all a little surprised at the tremendous
  2273. popularity of
  2274.  
  2275. Oh, yes, just a wee. A smidge. A hair. A bit.
  2276.  
  2277. >MtG and were astounded by how quickly the first printing sold out. As
  2278. soon as
  2279. >they had the capital and the personnel available to handle such a load,
  2280. they
  2281. >very graciously went to the Unlimited Edition, thereby making the
  2282. wonderful
  2283. >new game available to all of us (and also setting themselves up for quite
  2284. a
  2285. >bit of healthy profit from the Christmas buying season).
  2286.  
  2287. Boy, howdy. We have to pay for paper and flow pack material before
  2288. they'll start a print run, and the lag time is 2 months. We were
  2289. originally planning to bring Arabian Nights out sometime early '94.
  2290. Production on that game was rushed like crazy (and it shows, sigh),
  2291. and we actually got it done months early, just for you.
  2292.  
  2293. While future sets will be limited, it is not necessarily true that
  2294. they will be AS limited. More on this when I have facts, and am not
  2295. talking through my sleeve.
  2296.  
  2297. >
  2298. >(magical hack, et. al.)
  2299.  
  2300. [low ominous music] Magical Hack and Sleight of Mind Affect All
  2301. Occurances Of The Relevant Text On The Card. [flames billow forth]
  2302.  
  2303. >I remember early on it was determined that the following was a legal play.
  2304. >
  2305. >A summons Prodical Sorceror.
  2306. >B casts Lightning Bolt on Sorceror.
  2307. >A casts Holy Armor on Sorceror and spends an extra white mana to stop
  2308. Sorceror
  2309. >from dying.
  2310. >
  2311. >If this is the case then you could cast Animate Artifact and Holy Armor
  2312. on a
  2313. >Mox and prevent it from dying. You do not need Fast Effects that increase
  2314. >toughness.
  2315. >
  2316. >You are not limited to react to your opponent's spells with only Fast
  2317. Effects.
  2318. >You can react with other spells like Sorceries, Enchantments, etc if you
  2319. are
  2320. >the main player. I am pretty sure this is right. I think if you read the
  2321. >section on timing it becomes obvious.
  2322.  
  2323. Oooo. Did I say that? I don't think I said that. You may only respond
  2324. to a spell with fast effects: instants, special abilities,
  2325. interrupts, and the like. Enchantments and sorceries occur once the
  2326. previous spell is cast. In the above example, Tim dies.
  2327.  
  2328. >In a recent game, this came into question. I was holding a Twiddle, and
  2329. my
  2330. >opponent knew it (Urza). He had two Psychic Venoms on his tapped Swamp.
  2331. >During Untap, he claimed he did not have to untap everything, and that it
  2332. >doesn't say you have to in the rules.
  2333.  
  2334. >I remembered the above ruling, but as it's not in the FAQ (unless I missed
  2335. >it somehow), it's not an official ruling. As this puts a serious damper
  2336. on
  2337. >our blue players, I was wondering if this is to be an official change in
  2338. >the next edition of the rulebook.
  2339.  
  2340. Bad opponent! This is exactly why you MUST untap everything.
  2341.  
  2342. Page 11: "1. Untap. Untap *all* your previously tapped lands,
  2343. creatures, and artifacts." (emphasis mine)
  2344.  
  2345. Page 11, bottom. "Unless an action described above includes the word
  2346. *may*, you must perform this action."
  2347.  
  2348. Seems pretty clear to me...
  2349.  
  2350.  
  2351. >===
  2352. >Also, my opponent has the misprinted Cyclopean Tomb. Zero casting cost.
  2353. >Is there any way to thwart this card?
  2354.  
  2355. Oh, sure! I had some smart-alec try this on me. "It *says* zero
  2356. casting cost."
  2357.  
  2358. "No, Moxes have a zero in a gray circle. THAT's a zero casting cost.
  2359. What you hold has no casting cost at all. Ergo, you may not cast it.
  2360. I'll give you a choice: play it as written, and leave it in your
  2361. hand, or play it as the FAQ dictates, and pay four. Either way, I
  2362. don't care."
  2363.  
  2364. >===
  2365. >Last question: My opponent Shatters my Living Wall. Can I use it's
  2366. >Regenerate ability to save it?
  2367.  
  2368. You bet.
  2369.  
  2370. >We have an ongoing argument over whether something can be Regenerated if
  2371. >it's Destroyed (i.e. Creature Bond problem, etc.), or if Destroyed can not
  2372. >be helped. This is a very confusing issue when you've got lots of
  2373. shatters,
  2374. >creature bonds, and regenerations running around.
  2375.  
  2376. Destroyed = Killed = may regenerate.
  2377.  
  2378. Discarded = removed from play = may not regenerate.
  2379.  
  2380. >Does Creature Bond then do damage to a creature that is destroyed, but
  2381. then
  2382. >regenerated?
  2383.  
  2384. The above is a paradox. If it was regenerated, than it wasn't
  2385. destroyed.
  2386.  
  2387. >Q: Can a White Knight block a Hurloon Minotaur that has Fear on it?
  2388. >I'd say no; The Fear is on the Minotaur and doesn't directly affect the
  2389. Knight.
  2390.  
  2391. Correct.
  2392.  
  2393. >Q: Can a White Knight + Blue Ward black a Hurloon Minotaur with
  2394. Invisibility?
  2395. >Again, I'd say no for the same reason.
  2396.  
  2397. Correct.
  2398.  
  2399. >Q: Can a COP:White be used to stop damage from a Black Knight?
  2400. >I'm sure this one has been answered before, but I don't seem to have it
  2401. handy.
  2402.  
  2403. You may stop the damage.
  2404.  
  2405. The above three questions according to the FAQ, not necessarily the
  2406. rules.
  2407.  
  2408. --------------------------------------------------------------------------------
  2409.  
  2410.  
  2411. Date: Sat, 18 Dec 1993 11:10:36 -0800 (PST)
  2412. From: Dave Howell <snark@fungusaur.wizards.com>
  2413.  
  2414. >my summoning, by the rules the creature is discarded. Discarded cards
  2415. >"go to the graveyard". Regeneration prevents creatures from "going to
  2416. >the graveyard". Therefore, I can cast death ward and 'save' my Craw worm.
  2417. >This does not seem logical to me(of course, sometimes you have to forget
  2418. >logic with this game).
  2419. >
  2420. >Therefore, perhaps we should revise the way regeneration is described.
  2421. >
  2422. >maybe add to the FAQ,
  2423. >
  2424. >Q: How exactly does this regenration work?
  2425. >
  2426. >A: Regeneration can be cast on any creature to prevent it from dying or
  2427. >otherwise going to the graveyard <this covers dwarven engineers, blue
  2428. >elemental blasts, etc.>. No affect that is generated by the creatures
  2429. >death will occur. The creature must have been successfully summoned
  2430. before
  2431. >it can be regenerated.
  2432. >
  2433. >How is that, accurate?
  2434.  
  2435. Yes, it's accurate. I believe somewhere else in the FAQ it points out
  2436. that the Craw Wurm isn't a creature until the spell is over. You can't
  2437. cast Death Ward on another spell, only on a creature, and it's not a
  2438. creature until it's on the table, which it doesn't get to do, because the
  2439. summoning spell was countered.
  2440.  
  2441. --------------------------------------------------------------------------------
  2442.  
  2443.  
  2444. Date: Sat, 18 Dec 1993 11:52:52 -0800 (PST)
  2445. From: Dave Howell <snark@fungusaur.wizards.com>
  2446.  
  2447. >Player one has a gaea's leige and 10 forests. Player 2 has no forests and
  2448. >a meekstone that prevents untapping of any card with a power > 2. Gaea's
  2449. >leige has a power of */* where * is the number of forests the controller
  2450. >has when defending and the number the enemy has when attacking. If Gaea's
  2451. >leige becomes tapped, can it be untapped?... If the power 0/0 or 10/10?
  2452. >
  2453. >Gaea's leige turns any land card into a forest. Will a tranquility card
  2454. >change them back? How about a consecrate land?
  2455. >
  2456. >Can a guardian angel spell be cast just to spend unwanted mana and avoid
  2457. >mana burn?...
  2458.  
  2459. Well, if it were 0/0, it'd be dead. As it happens, we've reworded that
  2460. card to say that it's controller's forests at all times except attack,
  2461. which is what we meant. Such dweeb-heads we be sometimes.
  2462.  
  2463. What Gaea's Leige does to lands isn't an Enchantment. You can't
  2464. tranquility or Consecrate them back. :(
  2465.  
  2466. Guardian Angel, unfortunately, requires damage from which to protect you
  2467. before it can be used, although it's not clear from the card.
  2468.  
  2469. --------------------------------------------------------------------------------
  2470.  
  2471. Date: Sat, 18 Dec 1993 14:04:46 -0800 (PST)
  2472. From: Dave Howell <snark@fungusaur.wizards.com>
  2473.  
  2474. Somebody said:
  2475. >
  2476. >FARMSTEAD [Enchant Land] (R) {WWW}
  2477. >Target land's controller gains 1 life each upkeep if {WW} is spent.
  2478. >Target land still generates mana as usual.
  2479. >
  2480. >You will note that Farmstead is clearly an enchantment class card.
  2481. >
  2482. >Now the relevant rules section on Enchantments (p17-18):
  2483. >
  2484. > ... Some enchantments have a
  2485. > cost listed before the effect; this is the cost to use. An
  2486. > enchantment with a cost may only be used and paid
  2487. > for by the controller (usually the caster). If the
  2488. > enchantment has no cost, it is constantly in effect.
  2489. > An enchantment may be used more than once each
  2490. > turn, and is never tapped.
  2491.  
  2492. It's a booby trap. "have a cost listed *before*the*effect*." That's
  2493. symbol: This is a cool thing. These enchantments, and only these, are
  2494. multiple use. Farmstead is NOT worded that way, and is only once per turn.
  2495.  
  2496. Don't you love how we entertain you by hiding answers to rules in
  2497. amazingly subtle and tricky ways, sometimes so tricky that even we don't
  2498. know the right answer? Neat, eh?
  2499.  
  2500. :p
  2501.  
  2502. As to Channel, well, gosh. I've looked them both over, and it looks to me
  2503. like yet another of those spells that makes Word of Command a "Summon
  2504. Argument" spell. If Richard said players can kill people by playing
  2505. channel, then so be it. I hate Word of Command.
  2506.  
  2507. Snark,
  2508. Cyberdude
  2509.  
  2510. --------------------------------------------------------------------------------
  2511.  
  2512. Date: Sat, 18 Dec 93 14:47:34 -0800
  2513. From: Dave Howell <snark>
  2514.  
  2515. **Snark's comments in stars.
  2516.  
  2517. Fast Effects and Instants can be used during any player's turn and are
  2518. allowed
  2519. in response to any event, action, or phase ending.
  2520.  
  2521. Are you sure about the "phase ending" part?
  2522.  
  2523. **That is correct.
  2524.  
  2525. Balance:
  2526. White Warded creatures can avoid this spell's effects, but non-warded
  2527. creatures must be removed first. You cannot chose warded creatures to
  2528. remove first. [Snark]
  2529.  
  2530. This smells really bad to me. In Snark's re-write of the
  2531. protection rules (in the FAQ) it says that a white-warded
  2532. creature cannot be *damaged* or *targeted* by white spells.
  2533. Balance neither damages the creature, nor does it
  2534. specifically
  2535. target the creature. Plain and simple, I think this is
  2536. wrong. If this *is* to be the "correct" interpretation,
  2537. I would be happier if the FAQ definition of protection
  2538. were re-written so that it doesn't conflict with this.
  2539. Sorry, Snark, I am very grateful for everything you've done
  2540. to clear up these tricky issues, but I think you've painted
  2541. yourself into a corner here.
  2542.  
  2543. **I think you're right. Can I deny I said this? Did I? Yuck. I probably
  2544. did. I probably said it before the new rules were finalized. Balance
  2545. works, wards won't help.
  2546.  
  2547. Armageddon:
  2548. Consecrated Land can avoid this spell.
  2549.  
  2550. This stinks too. Armageddon is another spell *like*
  2551.  
  2552. **Right. Armageddon will work on warded creatures.
  2553.  
  2554. + The Doppleganger of an artifact creature can be Shattered or
  2555. Disenchanted.
  2556. Whenever it changes creatures, it "resets" and loses any tokens or other
  2557. gains it made as the creature it was originally copying.
  2558.  
  2559. This seems *really* bizarre to me - it's still a blue
  2560. creature.
  2561. So it's a Blue, Artifact Creature? strange, but I guess
  2562. so.
  2563.  
  2564. **Strange but true. Colorlessness and artifactivity are not necessarily
  2565. co-requirements.
  2566.  
  2567.  
  2568. It'd be nice to put a resolution in for the issue of
  2569. "what if my opponent casts Death Ward on the creature
  2570. I sacrifice?" Ummm, what is that resolution, btw?
  2571.  
  2572. **Answer: you can't, it's illegal.
  2573.  
  2574. Resurrection:
  2575. Resurrected creatures cannot be tapped to attack or use a special effect
  2576. on the turn in which they come into play.
  2577.  
  2578. This doesn't solve the issue of the Serra Angel. Since
  2579. the resurrection card only refers to "tapping", I would
  2580. say that the Angel *could* attack on the turn she is
  2581. resurrected...
  2582.  
  2583. **I would say you're right.
  2584.  
  2585. Serra Angel:
  2586. Will be removed from next printing because "it is out of character for
  2587. the
  2588. color". (rumor which many claim is false)
  2589.  
  2590. That's a silly reason. In my opinion, it's the single
  2591. best creature in the game; if that's a reason to take
  2592. it out, oh well. Wonder what the next best creature is,
  2593. and whether it will then get dropped too. They better
  2594. be putting more creatures in to make up for this, otherwise
  2595. we won't have any left! "out of character for the color"
  2596. Ha! I don't agree with that!
  2597.  
  2598. **Well, it IS out of character. It's big and good at attacking. Being good
  2599. at attacking is out of character for White, especially with the double
  2600. jeopardy non-tap power. However, I refuse to speculate on whether or not
  2601. it will be seen in further
  2602. releases.
  2603.  
  2604. Wrath of God:
  2605. White Warded creatures can avoid this spell.
  2606.  
  2607. This stinks; see above comments on Balance/White Ward.
  2608.  
  2609. **Agreed. No longer true under Ward rules.
  2610.  
  2611. --------------------------------------------------------------------------------
  2612.  
  2613.  
  2614. Date: Sat, 18 Dec 93 14:52:34 -0800
  2615. From: Dave Howell <snark>
  2616.  
  2617. >1. Is "desert" a basic land type for purposes of Magical Hack, etc...?
  2618.  
  2619. No.
  2620.  
  2621. >2. Island of Wak-Wak
  2622.  
  2623. (I don't have the datafile handy. Ask me again tomorrow. :)
  2624.  
  2625. >3. Aladdin's Lamp
  2626. > Is the casting cost 10?
  2627.  
  2628. Yup.
  2629.  
  2630. >5. Ali from Cairo
  2631. > While in play, does this card really make a player immune to death?
  2632.  
  2633. That does indeed appar to be the affect, yes.
  2634.  
  2635. --------------------------------------------------------------------------------
  2636.  
  2637. Date: Thu, 30 Dec 93 16:19:06 -0800
  2638. From: Dave Howell <snark>
  2639. Subject: Ruhk Egg
  2640.  
  2641. The post you've all been waiting for: The Official Policy On The Ruhk Egg.
  2642.  
  2643. It's definitely not what it's supposed to be. The intent of the card is to only
  2644. make Ruhks if the card goes to the graveyard from play. Discarding it
  2645. from your hand isn't supposed to do anything.
  2646.  
  2647. Under most conditions, this difference is rather small. However, using the
  2648. wording on the card, a really dull but rather effective "all Ruhk Egg" deck
  2649. can be assembled, assuming you can somehow get your hands on that
  2650. many Eggs.
  2651.  
  2652. If you're playing Arabian cards, please check with your opponent on
  2653. how they play Eggs. Again, Wizards of the Coast and Richard Garfield
  2654. strongly urge you to play it as if it said "...goes to the graveyard *from
  2655. play*..." If your opponent plays it as written, and is not willing to change,
  2656. then you might want to decline to play them, if you choose.
  2657.  
  2658. If you find out they're playing the card as written after you start, and
  2659. especially if they're playing with lots, they are technically within
  2660. their rights. I suggest you request to null the game. If you're playing
  2661. for ante, the polite thing to do would be to let them keep it, and never
  2662. play them again, but we'll understand if you take the card back.
  2663.  
  2664. Tournament organizers and league coordinators: Make sure to either
  2665. declare how the Egg works or disallow it from play, if you're using
  2666. Arabian Nights.
  2667.  
  2668. Yes, we're all very sorry the little thingy got loose, and we'll try not to do
  2669. it again.
  2670.  
  2671. Dave "Snark" Howell
  2672. Cyberspace Liaison, Wizards of the Coast, Inc.
  2673.  
  2674. --------------------------------------------------------------------------------
Add Comment
Please, Sign In to add comment