As part of combo week, I’ve chosen to explain my personal favorite combo in standard: the + lock. First, let’s take a look at what these two cards do before we explain how the combo works. Curse of Exhaustion is pretty simple; it restricts the number of spells your opponent can cast to just one […]
Category: Abilities
How the Palladium Myr + two Myr Galvanizers combo works to generate unlimited mana.
The / combo of having an unlimited amount of colorless mana in your mana pool can be attained with 1 Palladium Myr and 2 Myr Galvanizers that are untapped and don’t have summoning sickness. You can generate an arbitrarily large amount of colorless mana in your mana pool by taking the following steps, assuming the […]
How Fiend Hunter can exile something forever.
has 2 abilities (similar to his friend ): one that triggers when he enters the battlefield, and another that triggers when he leaves the battlefield. These abilities are known as linked abilities, because the second ability refers to the permanent exiled by the first. There’s a trick to exile a creature permanently using Fiend Hunter. […]
You can’t kill Delver of Secrets with Gut Shot after its controller reveals an instant or sorcery.
When any spell or ability starts to resolve, you have to let it resolve completely before you can do anything. So when ‘ triggered ability resolves, the player looks at the top card and has the option of revealing it if it’s an instant or sorcery to transform Delver of Secrets. This means that you […]
Parallel Lives doesn’t make any tokens. It causes other stuff to make extra tokens.
“If I make an Angel token with , and I have a out, why does the token made by Parallel Lives get exiled too?” Easy! Because Parallel Lives doesn’t make any tokens at all. What it does is create a replacement effect. Replacement effects do exactly what it sounds like they do: They take one […]
The “next end step” means the very next one to begin (usually in the same turn).
is an interesting card that lets you trade a creature card in your graveyard for a temporary creature on the battlefield. The only caveat is that your new best friend (or rather your returned best friend) will only remain on the battlefield until “the beginning of the next end step.” So what does that mean? […]
Deathtouch only works if a creature actually deals damage.
When a attacks and is blocked by , the Crusader will not die. As we discussed a few weeks ago, protection does several things, such as preventing all damage from any source it has protection from. That means that deathtouch will not apply, as damage that is prevented is not considered dealt. Now let’s say […]
When you copy a double-faced card, you get the side that is showing at that moment.
When you copy a double-faced card with a clone effect, you get an exact copy of the currently showing side. Anything that isn’t a double-faced card can’t transform. So if you copy a with a , you end up with an exact copy of the Chalice of Death. The game doesn’t acknowledge or care that […]
How you handle two Knowledge Pools.
If both players control a (“KP1” for active player and “KP2” for non-active player), you must keep track of which cards have been exiled by which Knowledge Pool, since the exiled cards are linked to that specific KP. For example, if I cast a spell from my hand on my turn, KP1 and KP2 will […]