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- Abilities (308)
- Activated Abilities (71)
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- Triggered Abilities (186)
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Category Archives: Triggered Abilities
Blood Scrivener and Miracles – It has to really be the first card.
Miracle states it only applies to the FIRST card you draw each turn. Really, the first one. Whenever Magic involves drawing cards, it’s actually done as individual actions, so when it says to draw 3, it means “draw 1, draw … Continue reading
Posted in Prevention and Replacement Effects, Triggered Abilities
Tagged Blood Scrivener
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You have to mention your Pardic Dragon triggers when your opponent casts a spell.
Oops, I personally may have been guilty of this myself at our kitchen table 8-man MM draft. In that case, Pat, I apologize, it was late, I had a bit to drink… I should not have crushed you that game … Continue reading
Tournament Tuesday: Dark Confidant at Competitive REL
As expected, Modern Masters has created quite a stir, and we’re looking at GP Las Vegas in just a couple of weeks, where Modern Masters sealed will be the format. On top of that, there’s plenty of people drafting their … Continue reading
Posted in Abilities, Resolving spells and abilities, Tournament Rules, Triggered Abilities
Tagged Dark Confidant
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Pit Fight Won’t Trigger Blaze Commando
Blaze Commando is a Minotaur Soldier, which is a pretty sweet creature type you don’t see every day. He also has an triggered ability you don’t see very often, one that triggers whenever an instant or sorcery spell you control … Continue reading
A Progenitor Mimic copying Scion of Vitu-Ghazi will make birds when it enters the battlefield, but not on each upkeep.
Greetings, fellow students of Mat’Selesnya. I am pleased you’ve joined me here in Vitu-Ghazi to further your understanding of the ways of our guild. As future summoners and mages, it is crucial that you understand how to best direct our … Continue reading
Duskmantle Seer is extra painful when revealing Fuse cards.
Split cards are great; it’s like getting two cards in one! You get two names, two (or three) colors, and two sets of rules text… and when you use the Fuse ability, you can even get both at the same … Continue reading
Posted in Characteristics, Resolving spells and abilities, Triggered Abilities
Tagged Duskmantle Seer
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A fused Give//Take adds the counters before it removes them.
Fuse cards! Another head-scratcher at our prerelease, these cards are fun little upgrades to the Split cards of yesteryear. Just like the old versions, you can pick which of the two halves you’d rather cast. UNLIKE the old ones, you … Continue reading
Sin Collector doesn’t return the exiled card when it dies.
Sin Collector is a charming fellow, you know. He doesn’t take any particular pleasure or satisfaction from exiling your instants and sorceries. He just feels that those powerful spells can weigh heavily on any planeswalker’s mind. He knows it’s best … Continue reading
Ruric Thar vs. Removal Spells.
NOT GRUUL? THEN DIE! RURIC THAR COST 6 MANA. RURIC THAR BIG THREAT. RURIC THAR HAVE SPECIAL ABILITY. RURIC THAR DAMAGE YOU WHEN YOU CAST ANY SPELL NOT CREATURE. RURIC THAR DAMAGE RURIC THAR CONTROLLER TOO. RURIC THAR DAMAGE YOU … Continue reading