Casting a god doesn’t trigger prowess (but a bestowed card will).

By now, all you hardcore Magic players are familiar with how the Theros block Gods work. Now that we have prowess, however, it’s important to remember how these cards interact. On an empty board, your gods are cast, and upon resolution we determine if the god is a creature or an enchantment. Since gods are creature cards in all zones except the battlefield without devotion, it is a creature spell when it is cast. This means you will NOT get a prowess trigger from your Gods getting cast, no matter how little devotion you have.

Opposite to this are bestow creatures. Since bestow creatures ARE Auras when they are cast using their bestow cost, they will trigger prowess. This happens even if the target creature is removed from the battlefield and the Aura spell resolves as a creature. Remember this is ONLY when the bestow creature is cast as an Aura – If it is cast as a creature, it will not trigger prowess.

Today’s Rules Tip written by Daniel Clarke

Posted in Casting / playing a spell or ability, Triggered Abilities | Comments Off

Clan combos – Jeskai and Temur: You can use Prowess to “turn on” a spell’s Ferocious effect.

Some of you have found yourself in the situation where you have an instant with ferocious and a 3-power prowess creature. If you cast Force Away, will you be given the ferocious bonus? This is certainly game-changing information – lucky you came to the Rules Tips page today!

The short answer is YES! When you cast your non-creature spell, prowess triggers and resolves before the spell resolves. When Force Away resolves, you will have a 4-power creature and you will be looting a card! This also comes in handy when casting Savage Punch. Your 3-power creature will get +1/+1 for prowess in time to also get +2/+2 from Savage Punch just before it fights. Try it out sometime!

Today’s Rules Tip written by Daniel Clarke

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All about fetchlands

New players are experiencing a phenomenon for the first time in the planes of Magic. What is this amazing tech? Fetching for lands! Cards like Evolving Wilds, Terramorphic Expanse (both that search for basic lands only), and a complete cycle of “fetch lands” that allow you to grab one of two land types and put it into play. In Modern and Eternal formats, exploiting fetch lands to find “dual lands” (e.g., Tundra) or “shock lands” (e.g., Sacred Foundry) is incredibly useful for getting the color of mana you need.

For example, Windswepth Heath will be able to grab you any card with the subtype Forest OR Plains. This means you have up to twenty-two cards to choose from (assuming they are in your library) and put into play.

Tundra, Bayou, Savannah, Plateau, Scrubland, Taiga, Tropical Island, Godless Shrine, Stomping Grounds, Sacred Foundry, Hallowed Fountain, Temple Garden, Breeding Pool, Overgrown Tomb, Sapseed Forest, Murmuring Bosk, Dryad Arbor, Mistveil Plains, Snow-Covered Forest, Snow-Covered Plains, Forest and Plains.

Twenty-two choices with just one fetch land. As long as the card has the land type that the fetch land says, it is a legal object for the ability to put into play. The ability is not ‘playing’ the second land, but putting it directly onto the battlefield. This does trigger landfall or any other abilities that trigger when a land enters the battlefield (Courser of Kruphix will gain you a life for the fetch land entering the battlefield and for the land it puts on to the battlefield). The land that you grab still follows its rules text.

  • Here are some helpful hints:
  • Shock lands still give you the option to put them out untapped by paying 2 life after being fetched
  • In response to Blood Moon being cast, you can crack a fetch and go get the basic you need before the Blood Moon resolves (you won’t be able to search once the Blood Moon resolves as your fetch land is now a Mountain – though it can tap for R)
  • You can tap a fetch land for B if there is a Urborg, Tomb of Yagmoth on the field
  • Grabbing an Arbor Dryad will get you a land that taps for G but it will have summoning sickness
  • Crucible of Worlds and any fetch land = a lot of value
  • You can crack a fetch on your turn or your opponent’s turn
  • The land you fetch for does not count as your land for the turn
  • Cracking a fetch land is not a mana ability so don’t try to crack it mid-casting a spell. Technically its Out-of-Order Sequencing or a shortcut but best be on the safe side and get the land you need first
  • Sacrificing the fetch land is part of the cost of the ability so any attempt to destroy the fetch land before you can put the ability on the stack will be a wasted effort
  • With control of Ob Nixilis, The Fallen, playing and cracking a fetch gains you six +1/+1 counters and your opponent losing 6 life

Unfortunately, in the current Standard format, you will only be able to search for basic lands, and only one of the types mentioned specifically on the land you sacrificed. For example, if I were to activate Bloodstained Mire‘s ability, I would only be able to search my library for a Mountain or Swamp card. Not a Forest, a Plains, or an Island.

Fun Facts:

  • They’re called “Shock lands” because the card Shock deals 2 damage much like the lands do in order to put them in play untapped.
  • “Fetch” because they fetch you the land you want.

Hope you learned something new today! Gotta fetch em’ all!

Today’s Rules Tip written by Daniel Clarke

Posted in Activated Abilities, Costs | Comments Off

Deflecting Palm + Dictate of the Twin Gods

Deflecting Palm: the proverbial palm-to-the-face, a card that has already been mentioned in its own Rules Tips section but continues to be a “rules monster.” This time we’ll be discovering what happens if a source would double damage that is being dealt before it’s prevented by Deflecting Palm. For example’s sake, we’ll use Dictate of The Twin Gods, which doubles damage each time a source would deal damage. Here we go:

Ashley has a 5/5 creature attacking Nathan. There is a Dictate of The Twin Gods on the board, and Nathan is packing heat with a Deflecting Palm just waiting for the right moment. In the declare blockers step, Nathan casts his Deflecting Palm, choosing Ashley’s 5/5 as it resolves. As we enter the combat damage step, what happens? When is the damage doubled and how many times? How much damage will Ashley take, and what is the source of the damage?

Great questions, and some I am sure many of you will have. When Deflecting Palm resolves, it creates an effect that prevents damage the next time the chosen source would deal damage. This means that there are now two effects affecting the 5/5’s damage: a prevention effect and a doubling effect. Since Nathan is the receiver of the damage, he determines the order that the effects apply. If he chooses the order where the prevention applies first, only 5 damage is prevented by the Deflecting Palm. If he chooses to have the doubling effect apply first, and the prevention effect apply afterwards, 10 damage will be prevented. In summary, Nathan can have the damage prevented or doubled then prevented.

Next, the Palm’s damage-dealing effect occurs. Depending on the order that Nathan chose, Palm is now dealing either 5 or 10 damage, which is again doubled by the Dictate. Realistically, Nathan will surely default to dealing more damage, but it’s possible to deal 10 instead of 20.

I hope this cleared up this process for you. Keep on palming your opponents for the win!

Today’s Rules Tip written by Daniel Clarke

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How Trinisphere works against Delve.

In the past, your opponent having a Trinisphere meant that, no matter what, you were paying 3 mana or more for your spell with delve. However, this is no longer the case.

Since delve no longer reduces the total cost of the spell, this means that Trinisphere will be checking to see if the spell is below a total cost of 3 before you use the delve ability to exile cards instead of paying for the generic mana.

So let’s say you want to cast Dig Through Time, exiling 6 cards and paying UU. Trinisphere will check the total cost before you start paying for the spell to determine if it needs to increase that total cost to include at least 3 mana being paid. Since the total cost for Dig Through Time is still UU6, Trinisphere is happy that it’s more than 3, and doesn’t interfere. Then when you get to the actual “pay costs” part of the spell casting process, you spend UU and exile 6 cards from your graveyard. Trinisphere might become confused about how you managed to cast a spell by only paying 2 actual mana, but it’s too late to go back and interfere now!

Posted in Casting / playing a spell or ability, Static Abilities | Tagged | Comments Off

Eidolon of the Great Revel vs. Delve spells.

Eidolon of the Great Revel and spells with Delve have a bit of a love/hate relationship. As the controller of an Eidolon, you love to cast Delve spells yourself, and hate it when you see your opponents cast them.


Well, this is because of the way Delve works. No matter how many cards you exile for the Delve ability, the Converted Mana Cost (CMC) of the spell being cast will stay the same. A spell’s CMC is set by the mana cost printed in the top right corner, then at the same time as paying the costs, for each generic mana in the spells total cost, you may choose to exile a card from your graveyard instead of paying that mana. This will not change the CMC. So that Treasure Cruise you paid U and exiled 7 cards from your graveyard to cast will still have a CMC of 8, which is far above the “3 or less” that the Eidolon cares about.

Today’s Rules Tip written by Angela Schabauer

Posted in Casting / playing a spell or ability, Characteristics, Triggered Abilities | Tagged , | Comments Off

How to kill your opponent’s Sylvan Caryatid with Bile Blight.

You are staring down your opponent with just shy of lethal damage on board to kill them; the only thing standing in your way is their pesky little Sylvan Caryatid.

Or perhaps you are facing down the dreaded Jeskai Ascendancy combo deck and you really need to get rid of their key player (Sylvan Caryatid).
What can you do?

Well there is one little trick that can work if you have a Sylvan Caryatid of your own to get around the Hexproof ability of theirs.

You can target your own Caryatid with Bile Blight.

Yes, that’s right… targeting your own Caryatid with Bile Blight will kill theirs.

The key part of why this works is the wording of Bile Blight.
“Target creature and all other creatures with the same name as that creature…”

This means that the effect will apply to their Caryatid as well as yours without you having to target theirs.

Today’s Rules Tip written by Angela Schabauer

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Team Trios and Slow Play

You and two of your bestest Magic playing friends have decided to enroll in that Team Trios event that caught your eye… now what?

Once you start your first round, the tournament runs similar to any other tournament, with one big exception: you can talk to your teammates during your games.

This means that you and your teammates can discuss the best plays for the current board state for any one of your team’s three matches.

But wait, does that mean the rounds are longer to accommodate this?

The rounds of the tournament will still be the regular 50 minutes, which means each of the matches will still have to progress at a similar pace to the pace at which a single match should progress in any other tournament.

So keep your discussions short, your pace of play reasonable, and most of all, have fun!

Today’s Tournament Tip written by Angela Schabauer

Posted in Communication Policy, Tournament Rules | Comments Off

Sorin’s +1 and creatures entering afterwards.

On your turn, you use Sorin’s +1 ability, giving your creatures +1/+0 and lifelink until your next turn. You then attack with your Brimaz, King of Oreskos. Is the 1/1 Cat Soldier creature token affected by Sorin’s ability?

The way Sorins +1 ability works is that it it creates a continuous effect as the ability resolves. This effect modifies the characteristics of the creatures currently on the battlefield, so the creatures that it affects are locked in as the ability resolves.

This means that the creature token created by Brimaz is not affected by the +1 ability.

This also means that if you cast Act of Treason on your opponent’s Brimaz on your turn after the opponent activated Sorin’s ability, Brimaz will still have +1/+0 and lifelink while you control it!

Posted in Continuous Effects, Control / Controller | Tagged , | Comments Off

Courser of Kruphix and Drawing Multiple Cards

So, we’ve covered a couple of situations where YOU know what the top few cards of your library are, but your opponent doesn’t, even with Courser of Kruphix on board. Today, we’re covering a situation where Courser makes information a little more symmetrical- drawing many cards! With Scry and Dig Through Time and things like that, your top card only actually changed once, when the effect was done. There was a top card BEFORE you started, and a top card AFTER- no inbetween. That’s not so with drawing a ton of cards, though. To the game, “Draw 5 cards” isn’t actually one event. It’s the event “Draw a card”, repeated five times. Each time you draw, the top card of your library is now a different card and you need to reveal it. So, say you jam a Treasure Cruise after combat. Your opponent will know all 3 cards you draw, because they’ll have to be revealed by Courser as the top card of your library before you can draw them! Remember to reveal each ‘new’ top card between draws, or you’ll get some penalties, and that’s no fun.

Have a safe and happy Halloween from all of us at the Rules Tip Blog! See you on Monday.

Today’s Rules Tip written by Trevor Nunez

Posted in Abilities, Resolving spells and abilities, Static Abilities | Tagged | Comments Off