Tournament Tuesday: Card Alters and You

One of Magic’s most appealing features is the card art.  After all, a card’s illustration is bigger than its text box!  Some people go the extra mile and alter their cards — from adding details to the illustration, to extending the illustration to the edge of the card, to creating “textless” cards.

As beautiful as altered cards are, though, altering your cards can sometimes cause problems at tournaments.   The most important rule about alters are that, if a card is altered in any way, the Head Judge always has the final say on whether using it is permitted.  If the Head Judge decides to disallow your altered cards, you’ll have to replace them.  As a result, you should always talk to the Head Judge before playing with altered cards.  Even if one Head Judge allowed your cards in the past, a different one could choose to disallow them. Even if you’re following all of the guidelines here, it’s always a good idea to bring along a set of ‘spare’ unaltered cards just in case the Head Judge disallows!

What are the official guidelines that judges use to determine whether alters are acceptable?  First off all, the card’s name and mana cost cannot be obscured or changed. Not too much to say here — if you’ve covered up the name and mana cost, your card won’t be allowed, so make sure this doesn’t happen when you get your cards altered.

Second,  the altered art must still be recognizable and cannot contain offensive images.  This guideline is the one that’s most likely to vary for different judges.  Does altering a Future Sight Tarmogoyf to look like Darth Vader make it unrecognizable?  What about changing your Liliana of the Veil so Garruk is hugging her?  Your mileage may vary.

Third, the altered art cannot contain substantial strategic advice.  It’s rare for altered cards to come anywhere close to violating this, but every now and then someone decides to do something like underline some of the modes on Cryptic Command.  Again, different judges may rule these situations differently.

Fourth, it’s important to ensure that altering your cards doesn’t make them recognizable while they’re in your deck.  Painting cards can sometimes make them heavy enough to be distinct in your deck, or change the edges of the card so the top of the card looks different from an unaltered one.

Finally, altered cards have to actually be real Magic cards to begin with, and the altered card has to be the same card as the original. You can’t “alter” a Shock so it’s a Lightning Bolt, for example.

In short: altered cards are great, but be careful with them!  Always ask the Head Judge before you use them, every time, and remember that the Head Judge of each tournament has the right to decide on the legality of alters for his or her particular tournament.

Today’s Rules Tip written by Paul Baranay

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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 many allies in battle. For example, the Scion of Vitu-Ghazi is both a potent threat and a useful defender. Summoning the Scion from your hand will allow you to summon a Bird ally to your side, as well as to populate. When you populate, you can create a simulacrum of any token creature you have at your command, not just the Bird that attends your new Scion.

Scion of Vitu-Ghazi also works fairly well if you choose to ally yourselves with those Simic mages, although of course I don’t recommend working alongside those biomancers any more than you need to. Suppose your Simic “friend” happens to summon a Progenitor Mimic from his hand and chooses to copy the Scion of Vitu-Ghazi. In this case, the mimicked Scion will be considered to have been “cast from your hand,” so you will acquire a pair of feathered friends. This is true for any creature that can copy another creature, including Clones and even darker magic like Evil Twin.

Let us return to the example of Progenitor Mimic. As I said, when Progenitor Mimic joins your side for the first time, you will get some birds. However, on future turns, when the Progenitor Mimic creates another duplicate due to its ability, the token copy of Scion of Vitu-Ghazi will not produce any Birds or let you populate. This is because the token is not considered to have been cast from your hand — it simply sprang into existence on the battlefield. This is true for any effect that creates token replicas of the Scion, including spells like Cackling Counterpart.

I think that’s enough for today’s lesson. Don’t forget to perform your daily meditations on Mat’Selesnya’s benevolence, and may you always be at peace with the Worldsoul.

Today’s Rules Tip written by Paul Baranay

Posted in Copies, Triggered Abilities | Tagged , | Comments Off

Turn // Burn vs. Enchantments // +1/+1 Counters

Alright, it’s time for everyone’s favorite topic: layers!

Wait, please, stop, don’t go. We’re only going to be looking at the power and toughness layer, and after reading this, you won’t look so confused after you tried to Turn and Burn your opponent’s creature that’s enchanted by an Unflinching Courage and find out that the creature didn’t die.

Alright, so a quick refresher, let’s look at the three relevant sublayers in the power and toughness layer to this question (note there are two other sublayers, but they don’t really influence this question, so we’re just going to ignore them for now).

First, we have effects that set a creature’s power and/or toughness to a specific number. Examples of this are Dragonshift, Turn to Frog, and the Turn half of Turn // Burn.

Second, we have effects that increase or decrease a creature’s power and/or toughness without setting it to a specific number. This includes things like Giant Growth, Fatal Fumes, and Unflinching Courage.

Finally, we have bonuses from counters. This includes bonuses from +1/+1, -1/-1, and other types of counters.

Ok, still with me so far? Ok, because it’s all downhill from here. If you noticed, back up in the first step, I mention that’s the layer that the effect from Turn applies in. But there’s still two other layers of effects that get to apply. So if I have a random Bear Cub with an Unflinching Courage attached to it, and you cast Turn on the Cub, we apply the effect from the Turn first, making it a 0/1. Then we move to the next layer, and that’s the layer that the Courage gives its bonus in, so the net result is that the Bear Cub goes from a 4/4 to a 2/3.

It’s a similar situation with counters. If I have another Bear Cub with three +1/+1 counters on it and you cast Turn on it, we apply the effect from Turn first, then in a later layer, we apply the bonus from the counters, so my Cub ends up as a 3/4 in this case.

One final note: you may be wondering “The Courage was attached to the creature first, then I cast Turn. Since Turn was cast later, why doesn’t it completely override the bonus from the Courage?” The answer is that the order things resolved in only matters if the effects both apply in the same layer. Turn applies in a different layer than the Courage, so it doesn’t really matter in which order you resolve the two effects in; the answer is the same.

One last point of confusion to clarify. Since Turn//Burn removes all abilities in Layer 6, and that effect was created after the enchantment became attached and added Trample and Lifelink to the creature, the end result is a creature without Lifelink and Trample (or any other abilities) that still gets +2/+2 in the Power/Toughness sublayer (Layer 7c, if you care).

Thanks for sticking with me. Layers can be complicated, but hopefully you’ve caught enough information from this article to understand this situation.

Today’s Rules Tip written by Nathan Long

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“Lethal Damage” in Magic isn’t always what it means in English.

“Lethal Damage” is a term you often hear in combat. It’s a term you might hear if the attacking creature has trample or when multiple creatures are blocking the same attacking creature. So in Magic term, what does “lethal damage” actually mean?

Lethal damage is the amount of damage it would take to destroy the creature. Usually, this just means looking at the creature’s toughness, but you also take damage that’s already been dealt and currently marked on the creature into account. For instance, if you Shock a 4/4, then it’s a 4/4 with two damage marked on it, so two more damage would be lethal for it.

And that’s it. You don’t take anything else into account. Things like protection, indestructibility, and damage prevention effects don’t matter when it comes to assigning lethal damage, you just look at the creature’s current toughness and damage that’s currently marked on the creature.

For example, if I attack with a 5/5 green trampler and you block with a 2/2 creature with protection from green, my trampler can assign two damage to the 2/2 (since two damage would be lethal damage), and I can assign three damage to the defending player. The damage that I assigned to the 2/2 will be prevented, but that doesn’t matter. What matters is that the creature was assigned what would be lethal damage, so I’m allowed to start assigning damage to the defending player.

You get the same situation if the 2/2 had a damage prevention shield around it instead. You only need to assign two damage to the 2/2, and you can assign the remaining three damage to the defending player. You can choose to assign more to the defending creature if you want, but it’s not required.

So remember, when dealing with lethal damage, just look at the creature’s toughness and the damage that’s been dealt to it this turn. You don’t need to take other effects into account that might increase or decrease the damage that would be dealt to the other creature into account.

Today’s Rules Tip written by Nathan Long

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Voice of Resurgence makes tokens that are always changing size.

Voice of Resurgence is a card that doesn’t seem to have immediate appeal in standard, but is already having an effect in formats like Modern and Legacy. It punishes players who wait for your turn to play a spell, and it replaces itself if and when it dies. But how big can those tokens get? Does it just count how many creatures you control when the token enters the battlefield, or does its power and toughness fluctuate?

The answer is the latter. The power and toughness of the tokens change as creatures come under your control or leave your control. So why does it work this way? Rather than the Voice’s triggered ability defining what the power and toughness of the token is, the Voice’s ability gives the token the ability that defines the token’s power and toughness. Since the token has the ability, the power and toughness are constantly re-evaluated; it’s not locked in when the token enters the battlefield. So if you think your opponent’s 1/1 token they get after you cast a Supreme Verdict won’t be a threat, you might be wrong.

Today’s Rules Tip written by Nathan Long

Posted in Characteristics, Static Abilities | Tagged | Comments Off

Gatherer rulings aren’t always correct — you can’t abuse errors.

Gatherer is a great resource. It lists the official wording for every tournament legal Magic card, and many cards list rulings that a player may commonly run in to. But just like how you can’t take advantage of mistakes in the card text listed in Gatherer, you can’t take advantage of a misleading or wrong ruling in Gatherer.

Gatherer rulings come from a variety of places. Many of them were imported back in 2004 (which is why you won’t find any ruling in Gatherer with a date before 2004: that was the date all of the old rulings were brought in). Many other rulings are from the set FAQs, while others have been added as needed over the years. Occasionally, a ruling can become out of date. This is especially true when the rules change. For instance, the Magic 2010 rules change brought in a lot of rules changes, and not all of the rulings in Gatherer were updated right away. Another recent example involved cards like Melek, Izzet Paragon. Melek (and other cards that let you play with the top card of your library revealed) accidentally received a ruling that made it sound like you could play lands from the top of your library, which isn’t true for Melek.

While the rulings have been removed or corrected, they were up for a while. But if you tried to go to a tournament and try to use those mistaken rulings to your advantage, that won’t work in your favor. The head judge of any tournament has the ability to override any mistake found in Gatherer. This includes those rulings listed at the bottom. So if you went to a tournament and tried to play a land from the top of your library with Melek, the head judge would just say “Nope, that ruling is mistaken, you can’t play lands from your library with Melek.”

Most of the mistaken rulings have been removed from Gatherer. However, if you do find a bad ruling (or believe that a card could use a ruling), there are a few threads designed to help gather all that information in one place. This thread is for errors that you find in Gatherer, while this thread is for requesting rulings. Do note that changes will not happen immediately. The rulings are updated every few months (when a new set is released), so it may take a month or two before the rulings are added or corrected.

Today’s Tournament Tip written by Nathan Long

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Scavenge can’t target creatures with Protection.

Scavenge is a fairly flavorful ability for green and black, since they love dead creatures. Having the ability to turn your dead creatures into counters for your living creatures seems like a pretty good trade off. However, protection won’t help you with your scavenge creatures very much

The scavenge ability targets, and one of the benefits of protection is that it can’t be the target of spells or abilities of that type. So no matter how much you want to, you’re not going to be able to scavenge your Dreg Mangler targeting your Woodland Crawler, because the Crawler has protection from green.

In addition, scavenge doesn’t work with protection from creatures either. The source of the scavenge ability is a creature card, and protection from creatures will protect it from being targeted by abilities from creature sources, even if that creature card is in your graveyard. So if you have a creature with a Holy Mantle attached to it, you won’t be able to target it with the scavenge ability, even if you ask it really nicely.

Today’s Rules Tip written by Nathan Long

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

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 is one of only a few in the entire game that cause creatures to actually gain a triggered ability spelled out on the card, meaning that while nothing special will happen at the time Showstopper resolves, each creature that gained the death trigger ability will be able to Shock something at the time it dies. However, because adding and losing abilities is an effect that changes a creature’s characteristics, Showstopper only applies to creatures that were on the battlefield at the time it resolves. If any other creatures show up late to the party, they won’t gain the death trigger, and thus won’t be able to re-gift a Shocking surprise if they die later on.

Today’s Rules Tip written by Jen Wong

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 gives all creature cards in your graveyard scavenge. Scavenge wouldn’t make very much sense if it applied while the creature was on the battlefield, so it has reminder text indicating that the ability can be activated from the graveyard (and only the graveyard). The flip side to this is that if Varolz dies, he can’t use his first ability to scavenge himself — the ability works perfectly fine while Varolz is on the battlefield, so there’s no reason to suppose it works anywhere else.

We can use this same rule to figure out how big other creatures will be when scavenging them. Jace’s Phantasm, for example, can be a Dragon-sized 5/5 when it’s on the battlefield, but in the graveyard it’ll always be a paltry 1/1. The ability that gives it +4/+4 won’t apply, regardless of how many cards are in your opponent’s graveyard.

That’s not the case for creatures with variable power and toughness, though, such as Boneyard Wurm. The */* in its lower right corner indicates that Boneyard Wurm’s ability is a characteristic-defining ability — a special kind of ability that works no matter what zone it’s in. For example, if you have a Boneyard Wurm and two other creature cards in the graveyard, Boneyard Wurm is 3/3. And if you use Varolz’s added ability to scavenge it, it’ll put three +1/+1 counters onto Varolz or whatever you targeted (which was its power at the time it left the graveyard, so it does count itself; it also doesn’t matter what happens to the other two creature cards in the graveyard before the ability resolves).

Today’s Rules Tip written by Jen Wong

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 time!

Of course, one of the downsides of Fuse is that since your spell has two mana costs, you’ll have to pay both at the same time. For example, the mana cost of Far // Away is 3UB. When a split card isn’t on the stack, it goes back to having two separate mana costs, but anything that cares about its converted mana cost will see both those costs… at the same time.

So let’s say that you reveal Far & Away off Duskmantle Seer, causing you to lose life equal to the revealed card’s converted mana cost. Asking “What is the converted mana cost of this card?” gives two answers: Far’s converted mana cost is 2, and Away’s converted mana cost is 3. Mr. Duskmantle will henceforth do some quick math to determine that 2+3 is 5, making you lose a grand total of 5 life.

Today’s Rules Tip written by Jen Wong

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