Because of this card, I’m going to have to start carrying a random number generator (I also suggest all judges do so as well!). ‘s ability says that it deals damage to “target creature or player chosen at random”. A target creature, while activating this ability, can only be chosen if it can be legally […]
Category: Abilities
Melek doesn’t let you cast spells for free.
can do many things. One of the things that you might not realize is that it doesn’t let you play the top card of the deck for free. In Magic, we often combine “You may cast this card” with the second sweetest phrase, “without paying its mana cost” (the first sweetest phrase being “Draw a […]
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 […]
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 […]
Teysa will create a token even if the creature is regenerated or indestructible.
Guild champions were promised to us early on, and most of them deliver. They’re legendary creatures, one from each Ravnica guild, with big splashy effects. One of the first ones revealed was the new . She costs seven mana, but she’s hard to take down, and she dissuades attacks. Her triggered ability destroys creatures that […]
Rot Farm Skeleton’s ability can only be activated from the graveyard.
Generally, a permanent’s abilities only work while the card is on the battlefield, not in any other zone. There are some exceptions. One is if the ability only makes sense in another zone. For instance, has an ability that says it can’t be countered. While it doesn’t explicitly say that it only works while it’s […]