Bart: I’d sell my soul for a formula one racing car. [Satan Ned appears with a race car] Ned: Heh heh heh, that can be arranged. Bart: Changed my mind. Sorry. [Ned vanishes] Cool! Marge: Bart! Stop pestering Satan! Some things in Magic–like drawing cards–are worth paying a few life points. Cards like and let […]
Category: Static Abilities
How Silverblade Paladin and first strike blockers/attackers interact.
‘s ability allows it to pair with another creature, and for as long as the two are paired, they both have double strike. In order for creatures to un-pair, one of the three things must happen: One of the creatures leaves the battlefield; one of the creatures changes control; or one of the creatures stops […]
A Miracle card must be cast in the same step you draw the card (even if it’s a sorcery).
When you draw your first card for the turn (usually in your draw step), you can reveal it as you draw it if it has the Miracle ability. When you do that, the ability triggers and goes on the stack as soon as you’re done with the action that let you draw the card. So […]
Why Knowledge Pool + Curse of Exhaustion locks your opponent out of casting spells from the hand.
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 […]
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 […]
What Grafdigger’s Cage does and doesn’t stop.
prevents players from casting spells from the graveyard or library, as well as creatures from entering the battlefield from a graveyard or library. This is a static ability that changes the rules of the game for as long as the Cage is in play. This means that it stops a lot of things in standard, […]
What “Protection from [something]” really means.
Today we’re going over an old favorite: Protection! It’s a fairly common mechanic in Standard lately, between all the Swords kicking around and the Crusaders and what-have-you. So what does protection ‘stop’? A lot of people wonder why it is that can kill a , but can’t. Some people think protection from white will mean […]
When creatures “fight,” some abilities matter, and others don’t.
When a creature “fights” another creature, that means each of those creatures deals damage equal to its power to the other creature. It’s important to know that fighting isn’t considered combat damage and won’t trigger any abilities that look for combat damage being dealt. However, the creatures are still dealing the damage directly, so fighting […]
You don’t control the equipment or auras attached to a creature you steal with Traitorous Blood.
When you gain control of a creature, you aren’t gaining control of anything that’s attached to it. This can be important to know when the equipment or aura has an ability, as opposed to when it give the creature an ability. For example, Nancy has a 1/1 creature that is equipped with , and Adam […]