Good morning, and Happy 2015! We’re beginning our blog posts this year with a Primer for this weekend’s Fate Reforged prereleases! Over the next few days we’ll be covering the new mechanics of the set, so you know what to expect at the prerelease. Today we’re starting with the Abzan’s new mechanic: Bolster. As you […]
Category: Effects
Containment Priest vs. Flickerwisp
A creature that "flickers" under the purveyance of Containment Priest is not going to be able to come back to the battlefield.
Containment Priest vs. Ichorid and Narcomoeba
Ichorid and Narcomoeba are gonna have a bad time if they try to enter while Containment Priest is around!
Containment Priest vs. Cascade
Cascade tells you to cast the card you exile, so Containment Priest doesn't interfere.
Containment Priest vs. Dryad Arbor
Dryad Arbor can never be cast from your hand (or anywhere), so it can never enter the battlefield with Containment Priest around!
Comeuppance + Comeuppance = a drawn game.
Comeuppance can do cool and weird things in combat (and two players with Comeuppance can result in a draw!). Learn about it here!
How Arcane Lighthouse works.
Similar to the Archetype cycle, Arcane Lighthouse removes hexproof/shroud and makes sure it can't be regained this turn!
Deflecting Palm + Dictate of the Twin Gods
Deflecting Palm prevents damage, then it deals damage (not quite the same as redirection!). This means there are two chances for replacement effects to apply to that damage. Read up on the details here!
Sorin’s +1 and creatures entering afterwards.
Sorin's +1 can be confusing for many people. How exactly do you determine which creatures get the bonus? Well, the creatures that will be affected are locked in at the moment the ability resolves, and that bonus simply lasts on those creatures until Sorin's controller's next turn begins.