Category Archives: Characteristics

Showstopper only affects creatures you control as it resolves.

It’s the end of another week here at the Rules Tips Blog, and we’re going out with a bang! It’s the hope that no heads will explode from adding this extra bit of knowledge about how Showstopper works. This card … Continue reading

Posted in Characteristics, Resolving spells and abilities | Tagged | Comments Off

Scavenging Jace’s Phantasm with Varolz only gets you 1 counter (but Boneyard Wurm is different).

Jace’s PhantasmAs a general rule, abilities of a creature only work when that creature’s on the battlefield, unless the rules text or common sense suggests that it works in another zone. Varolz, the Scar-Striped, for example, has an ability that … Continue reading

Posted in Activated Abilities, Characteristics, Static Abilities | Tagged , , | Comments Off

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 | Comments Off

Plasm Capture vs. X spells

Let me tell you a little secret. X, if it’s not on the stack, is treated as 0. While an X spell is ON the stack, X stops being a variable and starts being a number (Note: the quality of … Continue reading

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

If you copy a creature that’s encoded with a Cipher card, the copy won’t be encoded.

It’s only fitting that the new guild keyword that caused the most confusion upon being released was Cipher, the signature mechanic of House Dimir. And because I most definitely am not a Dimir informant secretly reporting to my shadowy superior … Continue reading

Posted in Characteristics, Copies | Comments Off

Biomass Mutation Tips and Tricks

After a brief break for Tournament Tuesday, we’re back in Simic-Land for another neat card, Biomass Mutation. Mutation is the Simic entrant in the rare X spells cycle from Gatecrash, and it can be devastating. For X mana, plus 2 … Continue reading

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

Wayfaring Temple and Essence Backlash

You’re playing your Selesnya token deck, and you have five tokens on the board. Hoping to take advantage, you cast your Wayfaring Temple, hoping to start attacking with a large creature and creating a larger army. However, your opponent doesn’t … Continue reading

Posted in Characteristics, Resolving spells and abilities | Tagged , | Comments Off

Rakdos Shred-Freak can’t block Knight of Glory (an explanation of hybrid mana symbols).

“Hybrid mana” is incredibly flexible. Each hybrid mana symbol in a card’s cost lets you choose which color of mana you’ll use to pay for each hybrid mana symbol. For example, Rakdos Shred-Freak‘s cost is {B/R}{B/R}, which can be paid … Continue reading

Posted in Characteristics, Costs | Comments Off

Bloodbraid Elf can cascade into Boom/Bust and cast Bust.

Cascade and split cards are a fun little combination, both in Modern and in Commander. The reason it can be fun is that when Cascade asks a split card what its CMC is, you get two answers; one for each … Continue reading

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

Rootbound Defenses’ interaction with creatures changing control or entering later.

Rootborn Defenses is a nifty common from Return to Ravnica that was made famous when it was (allegedly) accidentally included in a booster pack of Magic 2013. For us, it’s also interesting due to its rules implications! Like many other … Continue reading

Posted in Characteristics, Continuous Effects, Static Abilities | Tagged | Comments Off