Welcome back to our Prerelease Primer Week! Today we’ll be focusing on the mechanic of the Red/White/Black Mardu clan, who revere the speed of the dragon. Fitting with this theme is their mechanic, Raid. Like lots of recent mechanics, Raid has no real rules meaning inherent to it- it’s just what we call an “ability […]
Category: Turn Structure
Arbiter of the Ideal and Thassa – Stacking triggers for value.
The Inspired abilities might trigger during your untap step, but triggers can't go on the stack in that step. In essence, they will work like an upkeep trigger and you can order them along with any other upkeep triggers you need to put on the stack at the same time!
Quicken doesn’t change when you can activate Whip of Erebos.
"Any time you could cast a sorcery" has a bit more rules meaning than the printed text. We explain what it really means and why it's worded this way!
Removing or adding first strike or double strike mid-combat.
Losing first strike or double strike after dealing damage doesn't let a creature deal regular damage in the next step... because that just wouldn't make sense!
How to Attack with Mutavault
is back in town, and doing fun things! It swings for 2, it gets pumped by , it has the subtypes of Ninja Mutant Turtle- and it taps for mana! What a land. However, some people don’t know how to properly attack with it! You see, to swing with your Mutavault, it has to be […]
If your opponent does something in your end step, you get priority again.
Even though you said "go," you still get another chance to cast instants or activate abilities if your opponent does something during your end step.
Reasons to do things between first strike and regular combat damage.
Normally, when you think of first strike, you think “Alright, my guy gets to deal damage before that other guy, so my guy survives”. And that’s true. However, that’s not the only advantage there is. Let’s look at a few examples of what you might want to do after dealing first strike combat damage but […]
Celestial Flare after Damage
The majority of the time, you’re probably going to be using before damage goes through: for example, when your opponent attacks you with his biggest creature you can just throw out Flare right away to get rid of his biggest baddest beater BEFORE it manages to bring the pain to you or your own creatures. […]
You can cast Azorius Charm after combat damage is dealt, and you can cast it on your own creatures.
The combat phase normally has five steps: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat (when first or double strike is involved, the combat damage step happens twice). Intuitively enough, when you declare a creature as an attacker, the game begins to consider it an “attacking creature.” In the same […]