Category Archives: Continuous Effects

Drown in Sorrow vs. Mutavault.

Drown in Sorrow only affects things that are creatures at the moment it resolves. Any creatures that appear later in the turn won’t be affected! Continue reading

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

Courser of Kruphix and Sphinx’s Revelation.

When drawing multiple cards at once while playing with the top card of your library revealed, each draw is interrupted by revealing the next top card before drawing it. Continue reading

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

Devotion to two colors and Hybrid symbols.

Hybrid symbols might seem a bit confusing with devotion to two colors, but they only count as one symbol. Continue reading

Posted in Continuous Effects | Comments Off

A bestow creature can’t enter as an aura unless you cast it that way.

An enchantment creature entering from anywhere other than the stack where you paid the bestow cost will always enter as an unattached creature (never an aura). Continue reading

Posted in Casting / playing a spell or ability, Continuous Effects | Comments Off

Far//Away vs. creature//god

Devotion is checked continuously (not as a state-based action), so it’s possible for a god to become a non-creature in the middle of a resolving spell! Continue reading

Posted in Continuous Effects, Resolving spells and abilities | Tagged | Comments Off

Devotion and Counterspells

By far the biggest chunk of questions I’ve gotten from my players and my threads the past week are all about the last mechanic we’re covering this week (sorry, Scry): Devotion. Devotion is more or less a reworking of Chroma, … Continue reading

Posted in Abilities, Casting / playing a spell or ability, Continuous Effects, Effects, Mana Abilities, Resolving spells and abilities, Static Abilities, Triggered Abilities, Type & Subtypes, Type Changing | Tagged , | Comments Off

In 2HG, if one player can’t lose, the team can’t lose.

Two-Headed Giant is often a bit of a mystery for some people, so we explain how “You can’t lose the game” effects work when you have a teammate. Continue reading

Posted in Continuous Effects, Multiplayer | Tagged | Comments Off

“Damage can’t be prevented” vs. protection

It’s important to know that “protection” normally prevents damage. This is no different from any other prevention effect, so it can be overridden by “can’t be prevented” abilities. Continue reading

Posted in Continuous Effects, Prevention and Replacement Effects | Tagged , | Comments Off

Havoc Festival and Eternity Vessel

I can tell you from firsthand experience that can be a nasty card (especially in 2HG!), speeding the game up for better or for worse by halving life totals constantly and completely shutting down lifegain. But wait, you may say! … Continue reading

Posted in Continuous Effects, Effects | Tagged , | Comments Off

An Enlarge’d creature must be blocked if able, but a single blocker is enough.

Don’t confuse “must be blocked if able” on Enlarge with other effects that say “each creature must block this if able” Continue reading

Posted in Combat Phase, Continuous Effects | Tagged | Comments Off