has a static ability that gives creatures you control of the chosen color +1/+1. This is a static ability that applies as soon as the Caged Sun enters play. The choice of a color occurs as Caged Sun enters play. This is not something that uses the stack or that can specifically be responded to. […]
Category: Abilities
How Unearth works.
Unearth is a activated ability that appeared on red, black and blue creatures from the Grixis block in shards of Alara block. This activated ability allows you to get an additional use out of creatures that have gone to your graveyard. Unearth is written as other keyword activated abilities with a cost following the word […]
Spellskite can change targets, it cannot change modes.
can’t change a spell or ability’s modes (usually indicated by “choose one” or “choose two”). Modes are locked in when a spell or ability is put on the stack. If is cast choosing the mode to “counter target artifact spell,” Spellskite can’t change the target to itself, because the mode to “return target artifact to its owner’s hand” wasn’t […]
If you enchant Spellskite with Canopy Cover, you’re being overprotective.
While a you control is enchanted by your , it can’t change the target of spells or abilities your opponents control to itself. This follows the theme for this week. The final set of targets must be legal. So it may not be the best choice to use Canopy Cover on your own Spellskite if your […]
Spellskite can’t be targeted by the same spell or ability twice.
When a spell or ability asks for multiple targets while only using the word “target” once, you must choose different targets. Some spells use the word “target” more than once, but specify “another target,” and the same concept applies. In the case of ‘s triggered ability, the number of targets chosen is locked in when its […]
Spellskite can’t steal your opponent’s equipment.
First of all, welcome to week. This week we will be looking at five different rule tips and interactions involving a deceptively complex new card from New Phyrexia. All of the posts this week were submitted by Josh Stansfield. As awesome as Spellskite can be, he can never convince the game that he’s your […]
Elesh Norn, Grand Cenobite’s abilities apply as creatures enter play.
has two abilities that affect the power and toughness of creatures in the battlefield. The first give +2/+2 to all other creatures that you control. (Keep in mind that in a multiplayer game this ability does not affect creatures controlled by teammates.) The second ability that applies to power and toughness gives -2/-2 to all […]
Puresteel Paladin’s Metalcraft ability does not remove or change Equip abilities.
has two abilities, the second of which is a metalcraft ability that changes what you can pay to attach equipment you control to creatures you control. It does so by giving your equipment an additional equip ability that costs zero mana. This ability does not alter the cost of existing equip abilities or remove them. […]
Torpor Orb’s ability prevents ALL creature entering the battlefield triggered abilities.
‘s ability prevents any abilities from triggering when a creatures enters the battlefield. At first look this seems to be pretty basic and straightforward, but there are a few things to be aware of. First of all, the easy part, when a creature enters the battlefield its enters the battlefield ability will not trigger. These […]