Pretty much everyone knows what Summoning Sickness is, even though it’s not a technical game term. It’s a common phrase used to abbreviate a much more wordy rule: “A creature cannot attack or use activated abilities with the Tap or Untap symbol in the cost unless that object has been under the its controller’s control […]
Category: Activated Abilities
When you sacrifice Solemn Simulacrum to Birthing Pod, you always draw BEFORE you search.
There is a common confusion that comes up when you activate an ability that requires a sacrifice as a payment, and the sacrificed creature has an ability that triggers when it dies. Many people (mistakenly) think you can stack the order of the abilities so the activated ability resolves before the triggered ability. This is […]
Chalice of Life doesn’t transform when you gain life from something else.
has an ability that causes it to transform if your life total is at least ten points higher than your starting life total when it resolves. In most games of magic, your starting life total is 20, which means that it can transform if you have at least 30 life. It is not a triggered […]
Two paired Stern Mentors can only mill a total of 4 cards each turn.
Ah, this one reminds me of when Slivers were Standard-legal! This one’s pretty easy, actually. If you pair a to something, both creatures gain the ability to tap to mill 2. So what happens when you pair two Mentors together? Well, not much. A lot of people might think that the abilities ‘combine’ to mill […]
You can animate your Inkmoth Nexus in time to cast a miraculous Revenge of the Hunted on it.
More Miracles! A frequent question about Miracles with targets is WHEN they target. For today’s question, more specifically, we’ll look at and . I’ve heard a few people think that if you top-deck Revenge, you won’t have ‘time’ to animate Nexus to get the buff. However, this is incorrect. You don’t pick a target for […]
How Deadeye Navigator and Phantasmal Image interact.
A question that many judges hear nonstop is “Will X save my ?”. The answer to that is almost always no; countering the spell that was aimed at it, trying to bounce/blink your Image in response, giving it Hexproof in response, etc.; none of these things will save it from its own sacrifice trigger [or […]
Alchemist’s Refuge has no interaction with Birthing Pod.
has a nifty ability that changes the timing restrictions on when you can cast spells. For example, it lets you cast sorcery spells on your opponent’s turn, or in response to another spell. However, Alchemist’s Refuge doesn’t change the timing restrictions on when you can activate abilities. This can get confusing if you have a […]
You have to discard a card FIRST to activate Mad Prophet’s ability.
has an activated ability that reads, “T, discard a card: Draw a card.” When activating an ability, all costs must be paid or it cannot be activated. Discarding a card is defined as moving a card from your hand to the graveyard. In this scenario, if you want to activate the ability, you must not only tap Mad Prophet, […]
Desolate Lighthouse can’t work Miracles if you have no cards in your hand.
One of the most-asked questions with Miracle is whether you can cast it in the middle of a resolving spell or ability. You can’t do that because the ability that triggers when you reveal the card can’t go on the stack until a player would receive priority, which doesn’t happen until all parts of the […]