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 the spell being considered an X spell doesn’t change; it’s still an X spell on […]
Author: bimmerbot
Breaking//Entering doesn’t target any creature cards.
More split cards! is an interesting take on the good old reanimation spell. One thing that sticks out about Entering is that it doesn’t target. This makes it a little different from other spells like . For one, you don’t choose what you want to get back until it resolves, so your opponent can only […]
Can a fused Turn//Burn kill an indestructible creature? (Yes!)
IMPORTANT UPDATE: This article has been updated as of the prerelease of Magic 2014 on July 13; Please refer to the revisions below. Ah, good old Indestructible. It can get kind of confusing with things like , because there are essentially two kinds of indestructible! You see, being indestructible isn’t an ability. It’s just something […]
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 can go Old El Paso on your opponent and pick both. You can ONLY fuse […]
How to make sure you don’t lose your stuff.
My Magic career essentially ‘began’ when my friends and I started attending prereleases in Albuquerque, NM, run by Sunmesa Events. Quite a few times, Glenn Godard would give a speech during his events that he called “The Stuff Speech”, and that’s what today’s article is about. Basically what it boils down to is how easy […]
Runner’s Bane will fall off a creature once its power is 4+.
This one came up quite a lot at our prerelease! is a solid common in Limited, locking down your opponent’s little dudes. It can clear a path for you to swing early on, or it can disable his utility guy. But there’s a deceptively easy way to get rid of it, and it involves hulking […]
Sin Collector doesn’t return the exiled card when it dies.
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 to…relieve…them of their burdens. Don’t you agree? Sin Collector’s ability triggers when he enters the battlefield, and […]
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 ALWAYS TRIGGER FOR ALL PLAYER. RURIC THAR SEES WHEN SPELL CAST. NOT WHEN SPELL RESOLVE. […]
Vorel of the Hull Clade doubles all counters on a permanent.
Ah, . There isn’t a counter he can’t double, you know. At first glance, he looks a lot like the proliferate mechanic from Scars of Mirrodin, which allowed you to choose any number of permanents and/or players that already had counters, and then give each of those permanents and/or players exactly one additional counter of […]