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

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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!

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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

Courser of Kruphix and Dig Through Time

Welcome back to the penultimate day of Courser Week! Today we’ll look at how Courser functions with an increasingly popular blue card from Khans of Tarkir: Dig Through Time. Dig Through Time has you look at the top 7 cards of your library, ship any 2 you want to your hand, and then the rest go to the bottom of your library in whatever order you so choose. This is very similar to the Scry example from yesterday- while you’re looking at the top 7 cards, they’re still in THAT order as far as the game cares. You’ll make your choice, put 2 cards into your hand (and the rest on the bottom), and then reveal the new top card. Your opponent won’t know if you drew your old “top card”, or shipped it to the bottom, unless you decide to tell them! It’ll work this way any time you’re “looking” at the top however many cards- their order doesn’t change, and your opponent only knows what the top card was before you started looking, and immediately after you fully finish.

Come back tomorrow for our final entry this week!

Today’s Rules Tip written by Trevor Nunez

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

Courser of Kruphix and Scrying

Welcome back! For those of you just tuning in, we’re covering lots of things to do with Courser of Kruphix this week! The Theros block gave us back an old Mirrodin mechanic in Scry. It also gave us Courser- so it’s not uncommon to be Scrying while there’s a Courser on board. SO when that happens, what do you do? It’s actually really simple. You’re looking at the top N cards (top 1, top 2, top whatever), but even as you move them around and make your decision, the game sees them as not having changed. Sure, they’re moving PHYSICALLY in your hands as you choose, but the game doesn’t know that, or care! The “top card” doesn’t change until you’re done Scrying. Once you have fully completed the scry and finalized the position of all the cards, that’s when you reveal the new top card. So, say you Scry and you see a Forest, an Island, and a Polukranos, World Eater. You decide you’re fine on blue, but Polly and the Forest seem great! So, you ship the Island to the bottom, and put Polukranos on top with the Forest below it. Your opponent has no way of knowing where the Forest went- maybe you shipped it to the bottom, maybe it’s underneath Polukranos. But they won’t know, because the top card doesn’t change DURING the Scry- it only changes at the moment that the Scry finishes!

Tomorrow we’ll cover something a little similar- see you then!

Today’s Rules Tip written by Trevor Nunez

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

Tournament Tuesday: Common Courser of Kruphix Mistakes

Welcome back to our crash course(r) on Courser of Kruphix! Since today is Tuesday, we’ll be covering some IPG and MTR things about Courser of Kruphix, rather than just your normal Comprehensive Rules stuff. Mainly, we’ll be talking about the more common mistakes people make with Courser, and what the rules say has to happen when those mistakes are made.

First, we’ll talk about forgetting to reveal your new card. Most commonly this happens after a shuffle effect, where you get your deck back from your opponent and just forget to flip the new top card over. If it’s caught within a few moments, or within that turn, there’s no real problem. However, let’s say you crack a fetch at the end of your opponent’s turn, and forget to reveal before your turn. What we’ll do there is reveal the new top card, and issue you a Warning, for Game Play Error- Game Rule Violation. Your opponent will also receive a warning for Failure to Maintain Gamestate, since they didn’t notice the problem either! It gets a little hinky if you draw before you reveal, there’s no way for us to ‘fix’ that. It’s not as big a deal as it is with Morph or the like, since you’re not revealing the cards to make sure something is done legally, so it’s still just a Warning. A word of advice, though- those warnings pile up! After two Game Play Error infractions (except Failure to Maintain- that should never, ever be upgraded) during an event, they’ll stop being Warnings and start being Game Losses. So play carefully!

The other common error with Courser is the opposite- revealing a card when you don’t need to! The most common way you’ll see this happening is that Courser will end up leaving the battlefield, whether it’s destroyed or exiled or just bounced back to the hand, and the Courser’s controller will forget to turn their library’s top card face down. Again, we can give a little leeway if you notice it later in that same turn and no new information has been gained, but if you reveal a NEW top card, we’ve got to penalize that. The infraction is also a Game Play Error, but this specific one is called Looking at Extra Cards. Like a GRV, we give a Warning to the player who goofed, and give Failure to Maintain to the opponent. UNLIKE GRV, we have a ‘fix’ for this- we shuffle the deck! More specifically, we shuffle the random portion. If any cards have their positions known (for example, because of a previous Scry), we set those cards aside first so they can be placed in their ‘proper’ position once the rest of the deck is randomized. Then we randomize the part that ought to be random, put the ‘known’ cards back, and remind the players to be more careful!

Courser is a great card, but know how to use it or you might end up costing yourself some games. Knowledge is Power!

Today’s Rules Tip written by Trevor Nunez

Posted in Abilities, Static Abilities, Tournament Rules | Tagged | Comments Off

Courser of Kruphix and Fetchlands

All this week, we’ll be covering one specific card: Courser of Kruphix. It’s a commonly played card, and the semi-unique ability it has leads to lots of interesting rules interactions and questions. Every day this week, we’ll cover a different one! Today we’re covering how it works with fetchlands such as Windswept Heath, but this also applies to searching your library in general (for example, with a Demonic Tutor). When searching a library, players frequently change the order of cards- they may put potential choices face-down on the table, they may thumb potential choices to the forefront of the stack they’re holding. They may even move entire chunks of the deck around to try and find what they’re looking for. Throughout all of this, the game considers the deck to be in the same state it was when you STARTED the search. What that means is that whatever the top card was when you cracked your Fetch, that’s the top card during the entire resolution of the ability. Once you get to the instruction of “Shuffle your library”, that’s the moment when you get a new top card. You’ll flip the “old” top card back face-down (very important!), shuffle, and present to your opponent. After he/she shuffles, you’ll reveal the NEW top card of your library, put your Courser’s lifegain trigger onto the stack, and play on.

Today’s Rules Tip written by Trevor Nunez

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

Dragon Throne of Tarkir vs. Blinding Spray

Welcome back, and we’re going to dive right in with a discussion about everyone’s favorite throne (no, not that sword-covered one from that tv show), Dragon Throne of Tarkir.

Let’s say I have face down creature equipped with the Dragon Throne (I’ve always enjoyed the idea of a mystery man on the Throne), and I choose to activate the ability granted by the Throne, so I can attack with my army of morphs and overrun you. But you have better ideas. With that ability on the stack, you cast Blinding Spray on that morph, making it a -2/2. So what happens when that activated ability resolves?

Those of you who played with Wild Beastmaster probably already know the answer to this question. The ability checks the equipped creature’s power when the ability resolves. When the ability resolves, it sees the creature’s power is -2. Most of the time, the game can’t use a negative number, but in cases where we’re trying to modify a creature’s power and/or toughness, it can use a negative number. So instead of your other creatures getting +2/+2 (which is what you planned when you activated the ability), the ability will instead give your other creatures -2/-2, and wiping my board of face down creatures.

That leaves a face down creature alone on the Throne, without his face down army. I’m sure if it had a face, you would see how sad he is after accidentally killing his army.

Today’s Rules Tip written by Nate Long

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