Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, June 23, 2017

Event Report: Magic: The Gathering at Origins Game Fair by Pastimes.

Event Report: Magic: The Gathering at Origins Game Fair by Pastimes.

    My two days floor judging this event was really a lot of fun. Having been to Orgins before with Star City Games, this is a remarkably different experience with several small events firing instead of one or two large events. That being said Pastimes provided an awesome array of scheduled side events that I would have been excited to play in – and was equally excited to judge. The event has a lot of growth potential, and I'm looking forward to going back to origins in some capacity in the future.

    I return to my local scene invigorated and excited about magic. Something both remarkable and important with the recent format fatigue setting into the standard environment. I legitimately want to run some of the events I saw (and saw on the schedule) in my own local gaming store. Things like..
    Sealed Draft – Open 3 packs, draft 3 packs: End up with a busted draft deck.
    Draft-a-thon – Draft, play 3 rounds; Draft, Play 3 rounds; Cut to top 8 and Draft a third time, playing 3 rounds.
    Chaos drafts – A draft containing irregular and often unpredictable product.
    Chase-the-Planes – A limited event where a global effect, AKA: Chaos magic, applies to each round of the event.
    It also occurs to me that the recent Archenemy boxed set would make a great 4-player event using either the provided decks as a preconstructed experience, or in a form of limited. We may have to chalk this one up to a missed opportunity since it just released.

    Most of the two days I was there was standard judge fare. Pushing in chairs, picking up trash, straightening table-rows and fixing tablecloths is actually a important part of maintaining a smooth event transition. There were up to three events running simultaneously at any given time – Sealed deck, draft, modern, commander. General floor coverage and knowing that event A was competitive REL but all the others were regular REL was important. As one of the few Lv2 judges present I was also 'on tap' for other judges to clarify rulings or appeals if necessary.

    As most of these events go, I took notes on interesting rules questions. Some of these I saw personally, others were brought to my attention by other members of the judge staff. For the sake of discussion, assume all the scenarios occurred at Regular REL.

Rebound
    A untaps, goes to cast a Prey's Vengeance (G; Target creature gets +2/+2 until end of turn; Rebound) from exile, animates an Inkmoth Nexus, and points the spell at it. In this case the Staff were questioning if the Rebound spell could be cast since the intended target, Inkmoth Nexus, was not a creature at the start of the upkeep.
    Rebound is a complex ability. The first time the spell is cast it creates a replacement effect that sends it to the exile zone. It also creates a delayed triggered ability that resolves during that player's next upkeep. So there is a triggered ability on the stack that A can respond to, animating the Inkmoth Nexus in time for it to be targeted by the spell.
    I also pointed out to the staff the possibility that we could be looking at Out of Order sequencing (MTR 4.3). Which allows “for players to engage in a block of actions that, while technically in an incorrect order, arrive at a legal and clearly understood game state once they are complete.” The staff decided that this play was effectively Out of Order Sequencing after reviewing that policy, so A did get their pump spell as they intended.

Dark Depths Trigger   
    A untaps, draws, and plays Thespian's Stage “T: add C; 2, T: Thespian's Stage becomes a copy of target land and gains this ability.” They then activate the Thespian's stage's ability targeting their own Dark Depths. The ability resolves, and they put into the graveyard the original Dark Depths due to the legend rule. Then the Thespian's Stage copy of Dark Depths triggers “When Dark Depths has no ice counters on it, sacrifice it. If you do, create a legendary 20/20 black Avatar creature token with flying and indestructible named Marit Lage.” It is at this point that N responds with stifle targeting this trigger. A agrees, but then indicates that the Trigger should resolve a second time – Which N does not believe is so.
    The Dark Depths Trigger is a state trigger. State triggers are unique in that if the game state that causes them remains true, they will trigger again if removed from the stack (CR 603.8). So A is correct, their Dark Depths trigger will fire again, and presuming no responses from N – they will get their Marit Lage Token.
    As a quick strategic aside, N could have played Stifle targeting the activated ability of Thespian's Stage, which would probably bought them at least a turn.

Humble
    A casts Humble Targeting their opponent's Twisted Abomination (5B; 5/3; B: Regenerate). Humble reads “Until end of turn, target creature loses all abilities and has base power and toughness 0/1.” These players are in the middle of combat, and the Twisted Abomination is blocking a creature with at least 3 power. N calls you over and wants to know if they pay B to activate Regeneration, what will happen in the Combat Damage Step?
    First thing's first. It is certainly legal to activate the Regeneration ability at this time, since Humble is still on the stack and the Twisted Abomination does not lose it's abilities until that spell resolves. Secondly, the resolution of that ability creates a replacement effect, namely the regeneration 'shield'. IE: The next time this creature would be destroyed instead tap it, remove it from combat, and remove all damage marked on it. Humble does not interact with this replacement effect. The end result being that Twisted Abomination will be a 0/1, but will regenerate if dealt lethal damage in combat.

Jace, Vryn's Prodigy and Madness
    N activates Jace's ability at the end of A's turn. “T: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, then return him to the battlefield transformed under his owner's control.” they discard an Alchemist's Greeting (Sorcery; 4R; 4 Damage to target creature; Madness 1R). They intend to pay madness to cast this spell and want to know if Jace will transform?
    This interaction was explicitly covered when we got new madness cards in standard back in Shadows over Innistrad. However it all goes down based on the exact way Madness works (CR 702.34). When such a card is discarded, it goes to the exile zone instead of the graveyard, and waits for the madness trigger to resolve before it goes to the graveyard (not cast), or stack (cast). The point is that it's definitely not there during the resolution of Jace's Activated ability, so there is no transformation.

Multiple Attackers AND multiple blockers
    A attacks with two vanilla 2/2s and N has a vanilla 2/2 and a Truehart Duelist (1W; 2/2; May block an additional creature each combat; Embalm 2W). Needless to say there was some confusion for both the players and some staff on exactly how this combat could play out given that Multiple blockers can be assigned to a single attacker, and Truehart Duelist can be assigned to both attackers.
    This all boils down to damage assignment order. As part of the turn based action of declaring blockers, the attacking player has to put all the blockers in front of their creatures into an order. IE: This first, that second, etc. The defending player does the same for each of their blockers that are blocking multiple attackers.
    The thing is this damage assignment order does not determine the sequence of damage, since all combat damage is simultaneous. It does however determine which creatures might die since you have to assign lethal damage to creature #1 first. It's also important to note that while the combat damage order is determined when blockers are declared, the actual assignment of damage does not occur until the combat damage step. This allows damage prevention effects, or more likely pump spells to create interesting results.
    See CR 509.2; 509.3; 510.1c; 510.1d;
   
Draft Issues
    In pack 2 of a draft a player calls judge during the draft portion. The draft is suspended. P3 informs the judge that there is an unaccounted for card on the table between himself and the player proceeding them in the draft. They are unsure if it should be in their pick pile, with the pack they just selected from, or possibly with the pack that is being passed to them now. How do we proceed?
    I felt this was probably the most important situation that arose during the day. The solution I saw implemented by the Head Judge of that event was quick and effective. They had the player that called them re-count the cards in their draft pile, as well as the two packs adjacent to them. Quite simply the pack they were about to pass had N cards in it, the pack they were about to receive also had N cards in it, but their pile of picks was 1 card short. So the extra card was added to that player's draft picks.
    The reason I believe that this is important is because drafts happen a lot in magic, every weekend even. But there's no official policy on how to fix a broken draft. How to fix a broken draft is actually fairly complex because the procedure and algorithm of how a draft plays out is itself complex. Also a large number of things can happen in a draft that would cause it to be broken.
    I would like to encourage the judge community to talk more publicly about how their drafts broke, and what was done to fix them. I myself and going to be on the lookout for broken drafts and fixes in the future. I don't expect an official policy to form, as I say it's probably too complex of an issue. However, it would be nice to have a written 'toolbox' of draft fixes so that we can better educate store staff and judges who often have to perform these fixes.

Monday, October 27, 2014

TCG Player Diamond (Columbus)

TCG Player Diamond (Columbus) Event Report
by Dan Regewitz Lv1 – Floor Judge (Deck Checks Team)

Cast:
Jarrod Williams Lv2 - Judge Manager
David Rappaport LV3 - Head Judge
Ryan Seymore UC - TO
Anthony Bucchioni Lv2 - Deck Checks Team Lead (mine)

    Reflecting on this past weekend, we had a pretty good event. 160 players were managed into a relatively smooth 8 rounds. The deck-check team, on which I served, checked 24 decks – before even the top 8 gathered. I'd like to do something a bit different with this judge article, and that is first, I'd like to retread some information about deckchecks, what they are and how we do them. Retread because I've covered this topic before as part of my tournament report for SCG open – Pittsburgh July 2011 (check the archives of my articles, it's in there).

    Deck checks

    So as part of my duties for this event, I was on the deck-checks team, and as luck would have it I remained on this team as was not pulled away from other duties as the day went on. Deck checks are a feature of nearly every major competitive magic event in modern memory. It is a task that we, as judges are expected to perform, and a task that requires some skill. Certainly there is learning involved as a judge may become faster or more efficient at this task.

    We perform deck checks primarily to ensure the integrity of the event. The deck list is a record of what deck any given player is playing in that event. Errors in said deck list can result in a potential for advantage when cards are registered incorrectly – or not at all.

    The Magic Tournament Rules (2.8) outline the expectations of what a deck check entails for players. The Infraction Procedure Guide (3.5) outlines the penalties for an improperly registered deck.

    However, there are many ins-and-outs of how to perform a deck check that are not recorded, except in judge articles. Performing a deck-check is largely a learn-by-doing exercise for judge canidates and new judges, and I will not attempt to cover everything that goes into the process. But here's a little of what to expect.

    There are essentially 2 types of deck checks. Targeted, and random. Random deck checks are just like they sound. A table # is generated at random, often by the scorekeeper, and the deck check team will swoop (slang for moving in and getting the decks at the right moment without alerting the players) the table.

    A targeted deck check occurs, when we encounter a potential error when checking the lists. This could be an unreadable card name or number, an abbreviated card name, a list without a name, or other minor clerical error. Often we investigate these issues by taking a look at the actual deck that the player is running. More often than not we make a note on the deck list as to the actual contents of the deck being run, and issue a penalty if we deem it necessary.

    The last time I discussed some of the details that go into actually swooping the decks, so this time around I'd like to cover the things that we look for when we check a deck for errors.

    The IPG specifically calls out the the following problems that could result in a deck-decklist error.
    The deck or decklist contains an illegal number of cards for the format.
    The deck or decklist contains one or more cards that are illegal for the format.
    A card listed on a decklist is not identified by its full name, and could be interepreted as more than one card. Truncated names of storyline characters (legendary permanents, planeswalkers) are acceptable as long as they are the only representation of that character in the format and are treated as referring to that card, even if other cards begin with the same name.
    The contents of the presented deck and sideboard do not match the decklist registered.

    We check for these things largely by sorting out the deck we obtained from the player, and comparing it to the list submitted at the start of the event.

    However it is important to note that these are not the only things that a member of the deck-check team may look for. Sometimes we also have to consider the possibility of marked cards. In a large event it is entirely possible for sleeves that are not marked to become somewhat marked during the event in the process of shuffling, cutting, playing, and otherwise manipulating cards. So a glance is usually given to sleeves to determine what kind of wear they have seen, and if a pattern can be determined.

    Scorekeeping 101
    Two interesting match results came to my attention during this tournament. Kudos to Lv2 Patrick Nelson.

    In one case, A player was seated and was waiting for his opponent to show up. The player meeting for the TCG-gold modern side event was announced, and the player wanted to go play modern. This resulted in a match where the player conceded to a no-show opponent, and then dropped to attend the other event. In the end we reported the match, and simply dropped both players.

    In another case, we had a table with a match slip and no players seated. That's right a double-tardiness match loss. In the end we reported this match as 0-0, and simply dropped both players.

    Missing Triggers
    Player A cast a Fiendslayer Paladin, while Player N has an Eidolon of the Great Revel on the battlefield. Eidolon reads in part “Whenever a player casts a spell with converted mana cost 3 or less, Eidolon of the Great Revel deals 2 damage to that player.” Player N, picks up the Paladin, reads it, puts it down, and says “Resolves”, and a moment later “And you take 2.” At which point I am called to the table.

    The Eidolon has a triggered ability that causes a change to the visible state of the game (namely life totals). By the definition of Triggered ability, the controller has to demonstrate awareness of the trigger when this game state change occurs. Since this particular trigger occurs when the spell is cast, that is the most appropriate time.

    I spent a moment on this one, because it seemed like one could count player N's “Resolves” comment as advancing past that moment. I, however was not comfortable drawing that particular line. For me personally, for the trigger to be missed, player N would have had to perform a more distinct game action (like try to resolve something else), or allowed the game to progress to a different phase or step. This had not happened, so I ruled that the trigger was NOT missed.

    This was a very line-y situation where I suspected highly that Player A would appeal my decision, and they did. After explaining the situation to HJ David Rappaport, he spoke to the players for a moment to confirm the details of the situation, then talked to me about my thought processes. In the end he opted to overturn my decision.

Monday, August 18, 2014

GPT Orlando - Tarentum; Head Judge Report

Grand Prix Trial Orlando – New Dimension Comics Mills (Tarentum, PA)
Head Judge Report

    Or how to run (or not) a Grand Prix Trial.

    This particular event represents my sixth or so Grand Prix Trial that I have had the fortune to judge in my years in the program. As such, I would like to not only cover some things that occurred in this event in a typical head judge report, but also write in broader strokes about what my fellow judges and Tournament Organizers can do to make these events run smoother.

    Preparation.
    These events take a certain amount of forethought and planning. To run a successful event the TO needs to make sure they have the space, and time to run the event. Provide for some lead time to advertise the event, secure the services of a certified judge such as myself, make sure they have a computer and printer that can be dedicated to the event. Assign someone (sometimes a judge, sometimes not) to keep score. Table numbers, paper cutter, water for parched players and staff – and probably a good number of items that I have failed to mention.

    The point is that as a TO, you need to think of the comfort of your players and staff. Absolutely anything you can do to make the day go smoother is probably a good thing. Jon (My TO on this event) gets a passing score in this department. His store recently underwent an expansion, and we had room for nearly 3 times the number of players we actually hosted (24). Drinks and snacks were on tap, we had a dedicated computer and printer in our room. At the end of the day I'd have to say we put on a successful event for everyone involved.

    I see part of my job as head judge to help the TO prepare. With new TO or ones I have not previously worked with, I try to make sure that they have considered all the things that go into these events. Because if something is forgotten or communication doesn't flow, it often creates a combination of delays or unneeded stress.

    Dealing with new Players.
    Grand Prix Trials are an interesting niche. They are relatively small events that occur on the store level, but they are Competitive Rules Enforcement Level. So you are often faced with players who are playing in their first competitive event. It becomes helpful then to make these events friendly to those players, while maintaining that competitive level. This is most easily done I've found through my Head Judge announcements. I discussed briefly:
    Today is Competitive REL – that simply means that we will hold you to more technically precise play.
    Outside assistance – If someone is involved in a tournament match, make sure that you do not say something that could be construed as play advice. By the same token, if you believe you see a rules issue, you can ask the players to pause the game, and get me involved right away!
    Sealed Deck Swap – You will receive 6 packs of M15. You will be opening these packs, and simply registering the contents of them with the checklists we just passed out. You will not be playing with the cards that you open.

    This is also true at least in part for the top-8 single elimination rounds. Many of your players may have never been in this situation before. It's good to have some instructions prepared for these players.
    Zone Draft – When passing packs, do not stack packs between players!
    Keep your eyes to yourself.
    Please do not discuss the draft in any way.
    You will have a chance to review your picks between packs.
    The rounds you are about to play are still best of 3 matches, the matches are untimed, but we still expect you to play at a reasonable pace.
    The rounds you are about to play are single -elimination rounds.

    Without mentioning names of course, I'm going to mention that we had one particular new player who I now know that this was probably his first ever magic event. As much as I rejoice to see anyone join this awesome hobby – this player is not the target audience for this event. I sincerely hope this player returns to this (or another store) to enjoy magic in the future, but I think allowing him to play at Competitive REL as his first event was probably a disservice.

    Penalties.
    Of course one of the things that is different at Competitive REL, is that we have a very well structured and defined system of penalties, defined by the IPG. And we had a few of those.

    That new player I mentioned before, the pool that he registered was done in a fashion that was rather incomplete and unclear. This was discovered by the player who received the pool at the start of the deck building process. This was also the moment when I became totally aware that this was in fact a brand new player. This falls under the Limited Procedure Violation penalty (warning).
    To resolve this issue, I worked with the player who received this pool. I assisted him in creating a more proper record of the pool.

    The real story was that during round 1, we found 1 deck list with an issue. And – you guessed it, it was this list. The player whom we had saddled with partial responsibility for recording this pool, had forgotten to record the basic land that he was playing. This falls under the deck/decklist problem penalty (Game Loss). However, I opted to downgrade this penalty to a warning for two potent reasons. First, that we had saddled this player with additional responsibility; second – I was collecting deck lists and double-checking them to see that the player had recorded their name and land – and somehow missed this one.

    The only other penalty on the day was another Limited Procedure Violation. This one occurred during our top 8 draft when a player who was between picks of pack 1, reviewed his picks thus far. It was quickly caught, and I re-clarified that review happens between packs only.

    Deck Checks
    All competitive level events also include some kind of deck list, and we judges are required to check at least some of them during the course of the event. The recommendation I often hear is that we want to try to check about 10% of the decks in the event. For this event of 24 people, I felt we could fill this basic requirement by checking a single match. I knew I wanted this check to occur sometime later in the event, preferably round 3 or 4 (of 5). I also knew that because we were a small crowd, and players were not required to play at their assigned tables (this was done so that we weren't boxed into one corner of an otherwise large room) – I was going to swoop into a game mid-round.

    Everything went according to plan here, except the check in question occurred in round 5 instead of round 3 or 4. While not ideal due to the fact that for several matches draws were declared, it accomplished our basic goals. I enlisted Jon's aid to check both decks in a timely fashion, and the decks were returned to the players without incident.

    Rulings
    Answering questions about rules and card interactions is one of many ways Judges serve the players. As this was a limited M15 event, there weren't many questions that stood out as particularly interesting. But I did take notes on 2 that I felt might be educational to some players.

    Generator Servant “T, Sacrifice Generator Servant: Add (2) to your mana pool. If that mana is spent on a creature spell, it gains haste until end of turn.
    Phyrexian Revoker “As Phyrexian Revoker enters the battlefield, name a nonland card.
Activated abilities of sources with the chosen name can't be activated.”

    If Phyrexian Revoker names Generator servant, than you may not sacrifice it for (2) mana. While this is a mana ability, Phyrexian Revoker doesn't care about this quality, and only cares that it is in fact an activated ability.

    Urborg, Tomb of Yogmoth “Each land is a Swamp in addition to its other land types.”
    Staff of the Death Magus “Whenever you cast a black spell or a Swamp enters the battlefield under your control, you gain 1 life.”

    Urborg's ability is static and continuously effects the game state. As such any land that you play or put into play will enter as a swamp, and trigger the staff of the Death Magus.
    As a side note, Urborg effects all land, and not just your own, so your opponent's land is also swamps if they happen to have a Staff of the Death Magus in play.

    Until next time, play some awesome magic.
- Dan Regewitz Lv1 Magic Judge

Thursday, December 5, 2013

Magic the Gathering - The Hydra (pt2)

=== New Hydra Rules

    Before we dig into interesting rules we could add, I want to take a moment and look very closely at the Hydra's turn. What the Hydra does in it's turn ties very closely to the alternate rules that it uses.

    On a basic level the challenge deck does only 2 things during its turn. (1) cast a card, and (2) deal damage based on the number of Head cards on the battlefield.

    The first item involves revealing a card from the library and provides the same basic function as drawing a card in normal magic.

    The second involves dealing damage to each opponent, and serves the same basic function as attacking with creatures in normal magic. In the challenge deck's case, this damage occurs outside of combat near the end of the turn however - and the following turn sequence reflects that:

Beginning Phase
    Untap: The Hydra untaps any tapped permanents.
    Upkeep: The Hydra has no Upkeep.
    Draw: Reveal the top card of the Hydra's library. The Hydra casts that card without paying its mana cost.
Main Phase: The Hydra has a main phase, but performs no actions in it.
Combat Phase: The Hydra has no Combat Phase.
Main Phase 2: The Hydra has no second main phase.
End Phase
    The Hydra deals 1 damage to you for each untapped card named hydra head it controls, and 2 damage to you for each untapped elite head it controls.   
    Any "At the beginning of the Hydra's End step" triggers are put onto the stack, and are resolved.

    You may be wondering why I gave the Challenge deck a Main phase if it performs no actions in it.

    Without this main phase, the Hydra only has turn based actions and triggers to resolve - as a result the allied team only has limited chances to play instants on the Hydra's turn. Namely, during it's main phase (which we added), or at the end of the turn with triggers waiting on the stack. Without allowing the players to cast instants on that main phase, a large number of instants and flash spells become about as useful as a sorcery. I felt it was important to maintain tactical differences between the two spell types. Also it will become handy later when we consider how to ramp up the Challenge deck.

    Also note my interpretation of the draw step and hydra damage is that these are turn-based actions. Turn based actions occur automatically during certain phases of the turn, and cannot be responded to as they do not use the stack. Fair warning: others may choose to interpret them as regular triggers which DO go on the stack and can be responded to.

= Drawing Cards

    One of the simplest things you can do to make a challenge deck more difficult is to give it multiple cards a turn. Think about this: in a 3 player game (3 heros against the Hydra), on each hero turn the heros draw 3 cards (1 per player), while the Hydra reveals and casts 1 card. Card advantage is of course a resource that is integral to the game as land or life.

    So how many cards should the Challenge deck get for its draw step? The obvious minimum is one. I have had successful tests adding an extra card draw at 4 players, and a third at 6 - so that's what I'm going to recommend. Whatever number you choose for your group, insert it into the following rule as N.

    * Replace Draw step: Reveal the top N cards of the Hydra's library. The Hydra casts those cards without paying their mana cost [Cast the spells in the order they are revealed].

    The other thing you might be interested in including is the following rule which allows the challenge deck to take advantage of cards such as Howling mine or Font of Mythos. Thus far my testing is inconclusive on this. Currently we think the rule might be too strong for the challenge deck.
   
    Optional* If the Hydra would draw a card, instead reveal the top card of the Hydra's library. The Hydra casts that card without paying its mana cost.

== Creatures

    As we mentioned before the addition of creatures to the Challenge deck has somewhat limited utility. The challenge deck never gets an attack step, thus creatures that are good to include in the challenge deck are effective blockers, or creatures that we can use for their triggered or activated abilities.

    If you put non-head creatures in a Challenge deck, you'll need some rules to determine when the Challenge deck uses their abilities or uses them to block.

Activated Abilities
    * The Challenge deck can activate any activated abilities only once per turn.
    * The Challenge deck will activate relevant activated abilities: Hero's beginning of combat step, Hero's End of Combat step,  Hero's End step, and the Challenge deck's main phase - and at no other time.

    Playtest note: I personally feel that these guidelines for activated abilities need improvement. The trouble is that activated abilities are so diverse, it's hard to come up with rules that will cover most of them.

Declaring Blockers
    * The Challenge deck will declare blockers to protect elite heads only.
    * The Challenge deck will block creatures with the most power to least power.
    * The Challenge deck will not assign multiple blockers to a single attacker, unless it has to (menace).
    * If the Challenge deck can declare blockers in such a way as to deal lethal damage to one or more attacking creatures, it will do so for as many creatures as possible.

= Non - heads as Heads

    Let's face it, it would be pretty awesome if you could run whatever creatures you wanted in a challenge deck and they simply counted as heads. There is however one chief concern if you want to go this route. The 'Heros reward' that is printed on the default heads is actually a vital piece of the challenge deck experience. It serves 2 important functions.

    First, it provides the heros with some life points as they kill heads. Without some incremental life gain in the early to mid game the challenge deck would actually eliminate the poor heroes a lot easier. Second, they provide some back-and-forth swings that provide for interesting gameplay. As a result this is a feature that we wish to preserve when we start turning non-heads into heads.

    Let me point out that it is entirely possible to use any combination of Challenge deck heads, creatures that count as heads, and creatures that don't count as heads (discussed above). However, whatever rules you implement for your custom challenge deck determines how you build it. That is - you should determine what counts as what before building the deck.

    If you choose to use this option, then these creatures (who do not have head printed on them), gain errata to have the creature type 'Head' and gain Heroes Rewards abilities as follows:

    This is my current, largely experimental configuration.   

    All Commons => Standard Hydra Head. When this leaves the battlefield, each opponent gains 2 life.
    All Uncommons => Standard Hydra Head. When this leaves the battlefield, each opponent gains 2 life.
    All Rares (including Mythics) => Based on Converted Mana Cost (CMC).
    CMC <=3: Standard Hydra Head. When this leaves the battlefield, each opponent gains 2 life.
    CMC 4-5: Elite Head. When this leaves the battlefield, each opponent gains 2 life, and draws a card.
    CMC >=6: Elite Head. When this leaves the battlefield, each opponent gains 4 life and draws a card.

    If you have only creatures counting as heads in your custom Challenge deck then do the following to set up your game:
    *Shuffle the Challenge deck. Starting on the Bottom, remove the first N creatures that count as a standard head. N = the number of heads you wish to start with for this game. Put those heads onto the battlefield, and shuffle the remaining cards. Those cards become the Challenge deck's library.

    Also keep in mind when building your Challenge deck using this option, at least half the creatures in the deck should count as standard heads, and you should remain around 35% heads (or 22 cards in a 60 card deck).

= Instants

    The hydra Challenge Deck does not include any instants. Because the challenge deck only casts spells during its main phase, the additional utility of an instant (the ability to play it at any time), is lost. However, I see no reason why to exclude instants from your custom challenge deck.

    If you do include any instants in your custom challenge deck, they essentially will take the place of, and function identically to a sorcery.

= Land

    The hydra Challenge Deck does not include any land. Because the challenge deck casts it's spells for free, the addition of any land to the deck only serves if the deck can spend that mana (say on activated or triggered abilities), or the land provides some utility function beyond simply tapping for mana.

    There is another issue I would like to address here however, and that is abilities that "reveal cards from the top of their library until they reveal a land card" that appears on Mind Funeral, Undercity Informer, and Consuming Aberration. These abilities create awkward moments when they are played against the default challenge deck.

    Because no lands are in the deck, the entire library is revealed, and put into the graveyard. This does not win the game on the spot (The heroes only win if the challenge deck has no heads at the end of any turn) - but it does make the game a lot shorter.

    So, no. You are not allowed to put land into any challenge deck. To put it another way, Land are illegal cards for challenge decks.

    Although the rules implications of this are far from clear, it is my personal opinion that if lands are illegal, the action of "revealing a land" from the library becomes an impossible action. If you recall, the challenge deck simply ignores illegal or impossible actions or effects.

= Mana

    If we prohibit land from being in the Challenge deck, we still have to answer a question about mana. Players new to the game often mistake land for mana. These two are actually different things. Land are the physical cards (plains, island, swamp, etc). Mana is the mystical magical energy that players use to cast spells and pay for costs. Land usually makes mana, but there are lands that do not generate mana, and non-lands (such as llanowar elf) that can generate mana.

    * The challenge deck never pays 'X' costs in any spell or ability. X is always 0.
    * The challenge deck automatically pays any imposed costs. Examples: Rystic Study, Mana Leak, Propaganda, Leonin Arbiter.
    * If a card has an additional finite cost- the challenge deck pays that cost. Examples: Kicker
    * If a triggered ability asks for a mana payment, the challenge deck may pay that cost. Examples: Echo
    * The challenge deck can pay for any activated ability that requires mana that also uses the tap or untap symbol. 

    The following rule is entirely optional, but allows the challenge deck to pay for 'X' costs, or activate abilities that don't have the tap/untap symbol.

    Option * Setup - put a die (such as roll-down d20) on '1' next to the challenge deck.
    * At the beginning of each challenge deck turn, increment this die by 1, and the challenge deck has that much mana to spend. This mana does not drain out of the mana pool as phases or steps end. It does go away when the Challenge deck untaps the following turn. This mana is any color, and can only be spent on the following items:
    - Pay 'X' costs.
    - Activate abilities
    - Pay additional costs on spells it casts.
    - Pay for any triggered abilities.
    - Pay for any schemes, planes, or hero cards that the challenge deck may have access to.

= Life Gain

    By default the Challenge deck does not have a life total, and therefore cannot gain life, lose life, or pay life for various costs. Personally I feel as if attempting to give the challenge deck a life total causes the entire experience to loose focus. The challenge deck is a unique scenario that is quite a bit different than normal magic. Attempting to give the challenge deck a life total for any reason makes the experience a bit too much like regular magic - which isn't the direction we should move in.

    For those fellow customizers who want to play in this realm, I think the following rule is necessary:

    * A challenge deck never gains any benefit from any 'heroes reward' ability.

    I want to note something that my playgroup tried - and it didn't work. I toyed with the idea of turning any lifegain the challenge deck would receive into activations of Reito Lantern or Soldevi Digger. Both of these artifacts basically take cards in the graveyard, and put them onto the bottom of the deck.

    So as I mentioned, It didn't work. After we changed the deck to be 35% heads, the challenge deck does a good job of maintaining pressure throughout it's whole library. If the deck can also reliably send cards from its graveyard back to the deck, then players may get a sense in the middle to late game that the scenario can actually last indefinitely. While I never tested it, I'm pretty sure that with enough constant life-gain or reshuffle effects, It may be possible to create a scenario that is in fact unbeatable.

    This is obviously not the end goal, and is not a lot of fun. So I give this word for the wise for others who want to experiment with their own challenge decks.

=== More Challenge decks to come.

    Hopefully I've provided enough tools and options for people to continue to have fun with their challenge decks for quite some time. I'm quite a fan of this alternative way to play the game. I also would like to encourage others out there to share their own experiences with the challenge deck (modified or not). Playtesting custom builds can only improve the knowledge base.

    I also fully expect that as future challenge decks come out (we're expecting the next one in February) we may gain more tools to customize our individual challenge deck experiences. Until then, make sure you are having fun!

Sunday, August 5, 2012

(Evergreen) Keyword abilities.


(Evergreen) Keyword abilities.

Context: In my efforts to become a level 2 magic judge, I have taken my teacher cap off the wall and dusted it off. While helping prepare local rules advisor Craig Grey for his eventual lv 1 test, we have been going through the magic judge classes available on the judge wiki. One recent topic we covered was Keyword abilities - specifically those evergreen abilities that wizards feels it can print without issue in a core set. While this topic is not particularly complex or difficult to grasp, there were limited resources outside the comprehensive rules (and judge class study guides) we could draw on.
Thus I find myself producing the following resource for players, rules advisors, and fellow level 1s (and perhaps level 2 mentors).

= Definition: what is a keyword?

A keyword is a single word, that is used to express a single or set of related abilities on a card. Wizards of the Coast uses keywords extensively. One of the main functions is to abbreviate otherwise wordy or complex bits of rules into an easily grockable concept. This also saves space when actually printing cards.

Important bits: Keywords contain rules information. Only common abilities are key-worded. Often key worded abilities are wordy without the keyword.

= Keywords 'R Us.

Magic has a fairly long history, and has a fairly extensive list of these keywords. As a matter of fact here are all of them:

Deathtouch, Defender, Double Strike, Enchant, Equip, First Strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Reach, Shroud, Trample, Vigilance.

Banding, Rampage, Cumulative Upkeep, Flanking, Phasing, Buyback, Shadow, Cycling, Echo, Horsemanship, Fading, Kicker, Flashback, Madness, Fear, Morph, Amplify, Provoke, Storm, Affinity, Entwine, Modular, Sunburst, Bushido, Soulshift, Splice, Offering, Ninjutsu, Convoke, Dredge, Transmute, Bloodthirst, Haunt, Replicate, Forecast, Graft, Recover, Ripple, Split Second, Suspend, Vanishing, Absorb, Aura Swap, Delve, Fortify, Frenzy, Gravestorm, Poisonous, Transfigure, Champion, Changeling, Evoke, Hideaway, Prowl, Reinforce, Conspire, Persist, Wither, Retrace, Devour, Exalted, Unearth, Cascade, Annihilator, Level Up, Rebound, Totem Armor, Infect, Battle Cry, Living Weapon, and Undying.

Yes, that is quite a lot. Important to note here that the first much smaller and easier to digest list are those keywords that wizards considers 'evergreen'. That is to say they can appear in almost any set (including core sets). The second, much longer list contains keywords that really only appear in one (or two) blocks.

Also interesting to note is what is NOT on this list. Wizards of the coast has also been known to use "ability words" which appear in italics at the beginning of some abilities on cards. Abilities with the same 'tag' have some similar functionality, but they don't have any specific rules meaning like keywords do. For completeness sake the ability words are: channel, chroma, domain, fateful hour, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep and threshold.

= Individual Keyword Highlights (evergreen)

For the present let's just focus on those evergreen keywords, as those are the ones that we expect players (and lv1 judges) to be most familiar with.

= Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Deathtouch tacks something special onto damage. (1) Any amount of damage from a source with deathtouch is considered "lethal damage" for the purposes of assigning combat damage. (2) There's a state based action that destroys creatures that have taken deathtouch damage.

Deathtouch can function from any zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had deathtouch.

= Defender (This creature can't attack.) - That about covers it folks. You can't declare a creature with defender as an attacker.

= Double Strike (This deals both first-strike and regular combat damage.)

I find it amazing that a little keyword like Double Strike (and first strike) do to the game. These abilities actually create an additional combat damage step. So when one of these creatures are involved in combat - there's a combat damage step where only creatures with first strike and double strike actually have their combat damage assigned and dealt (sometimes called 'first strike' damage).

Then players get priority and can play even more combat tricks, before there is entirely separate combat damage step where creatures that have double strike and creatures without either of these abilities deal their damage (sometimes called 'normal' damage).

But wait, there's more! The Comprehensive Rules are so awesome that they go out of their way to define what happens if a creature with first strike or double strike actually looses that ability in the middle of combat. Basically as the first combat damage step begins, all creatures with first strike and double strike do their damage. When the second combat damage step rolls around, only those creatures that didn't act in the first damage step (or have double strike) do their damage.

This means, among other sensible things, that a creature with first strike doesn't get a second 'swing' when that ability is removed. Also a creature that gains double strike or first strike after the first combat damage step is over (and didn't deal damage there) still gets it's 'swing' in the second step.

= Enchant [object or player] EX: Enchant Creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchant basically does two things, both limitations. Firstly, it defines what is a legal target for your enchantment when one casts it as a spell. Secondly, it defines what the enchantment may legally enchant when it is on the battlefield.

If an aura for some reason has multiple Enchant abilities then the restrictions of all apply. Also of note there are state-based actions that (1) cause an aura enchanting an illegal permanent to 'fall off' that permanent. (2) cause aura's not attached to anything to be put into the graveyard.

= Equip [cost] ([cost]: Attach to target creature you control. Equip only as a sorcery.)

Equip is a keyword that highlights an activated ability. Simply speaking it is the primary (although not the only) way players can attach their artifact-equipment cards to their creatures. Important to note here when you can do this "Equip as a sorcery" means: activate this ability only when you have priority and the stack is empty in your main phase. Effects that would allow you to play sorceries at other times don't change this restriction. The other notable limitation is that you can only equip creatures that you control.

The other thing I feel I should note here is that equipment stays put unless an effect (such as the equip ability) moves it elsewhere. Thus a mind-controlled creature caring a sword continues to carry a sword until the sword's controller can move it elsewhere.

= First Strike (This creature deals combat damage before creatures without first strike.)

I covered most of this above under Double Strike.

Please note however, that a if you give a creature first strike after the first damage step, it will deal it's damage in the normal step. Likewise removing first strike from a creature after it has dealt damage in the first damage step causes that creature to NOT deal damage in the normal step.

= Flash (You may cast this spell any time you could cast an instant.)
Reminder text says it all here. A player may cast spells with flash with the same restrictions as instants - which is to say whenever they have priority.

= Flying (This creature can't be blocked except by creatures with flying or reach.)
Reminder text says it all here. Note however Flying (like most evasion abilities) only matters when declaring blockers. If a flyer becomes blocked, and sometime after the block is declared the defender looses the ability to block the flyer - well then nothing happens the Flyer is still blocked, and the blocking creature is still blocking that flyer.

= Haste (This can attack and [tap] this turn.)

There is a rule, informally called "the summoning sickness rule" which states quite plainly that that a creature can't attack or use activated abilities with the [tap] or [untap] symbols unless (1) it was in play under your control at the beginning of your turn and (2) control of the creature didn't change this turn.

Haste simply bypasses that rule, such that creatures with haste can attack, tap, or untap the same turn they enter the battlefield or switch controllers.

= Hexproof (This can't be the target of spells or abilities your opponents control.)

The word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets. Sometimes you have to look at the full rules text of an ability to determine if it targets. Equip for example is a keyword that targets.

Other than that, the reminder text pretty much covers this one.

= Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Intimidate is another evasion ability, so like flying it only prevents certain creatures from blocking in the actual declare blockers step. An artifact creature will always be able to block a creature with intimidate, even if the artifact has colors that aren't shared by the attacker. Otherwise the reminder text is pretty accurate.

= [Land]walk (This creature is unblockable as long as defending player controls a [land].)

Rather than a single keyword, this is a family of related keywords. Magic has seen Islandwalk, Swampwalk, snow-covered landwalk, legendary landwalk, and non-basic landwalk. Quite simply if the defending player has a land that meets the criteria (an island, or swamp, or snow land, etc) they cannot block an attacking creature with this ability.

= Lifelink (Damage dealt by this also causes its controller to gain that much life.)

Lifelink is quite similar to deathtouch, in that both are static abilities that modify damage. In the case of lifelink, the controller of a source with lifelink gains life simultaneously with that permanent dealing damage.

Lifelink functions from any game zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had lifelink.

= Protection from [quality] (This creature can't be blocked, targeted, dealt damage, or enchanted by anything [quality].)

I am not at all surprised by the quantity of questions on forums and message boards that somehow involve protection. What protection does is easily summarized by the acronym DEBT, which stands for Damage, Equip/Enchant, Blocking, and Targeting.

Thus a creature from protection from black (to pick a more common one):
Does not take any damage from anything black.
Cannot be equipped or enchanted, by a black equipment or aura (or fortification).
Cannot block a black creature.
Cannot be targeted by a black spell.

Perhaps the hardest to grasp by the novice player is "targeted by a black spell." They are often not aware that the word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets.

= Reach (This creature can block creatures with flying.) - That pretty much covers it. A creature with reach may legally block creatures with flying.

= Shroud (This can't be the target of spells or abilities.)

Everything that was said about hexproof can also be said here. The key difference in these two abilities is that creatures with shroud can't be the target of anything, including your own spells or abilities.

= Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Trample is a static ability that modifies how a player may assign combat damage. A player only has this option if they are attacking with said creature.

To understand Trample it helps to understand what lethal damage is. Lethal damage is damage equal to (or exceeding) a creature's toughness - or 1 point of damage from a source with deathtouch. An attacking creature with trample must assign lethal damage to all of it's blockers in order. If you can do so, than any left over may be assigned to the player or planeswalker the creature is attacking.

= Vigilance (Attacking doesn't cause this creature to tap.) - What more can we say here? A creature with vigilance does not tap to attack.

(Evergreen) Keyword abilities.


(Evergreen) Keyword abilities.

Context: In my efforts to become a level 2 magic judge, I have taken my teacher cap off the wall and dusted it off. While helping prepare local rules advisor Craig Grey for his eventual lv 1 test, we have been going through the magic judge classes available on the judge wiki. One recent topic we covered was Keyword abilities - specifically those evergreen abilities that wizards feels it can print without issue in a core set. While this topic is not particularly complex or difficult to grasp, there were limited resources outside the comprehensive rules (and judge class study guides) we could draw on.
Thus I find myself producing the following resource for players, rules advisors, and fellow level 1s (and perhaps level 2 mentors).

= Definition: what is a keyword?

A keyword is a single word, that is used to express a single or set of related abilities on a card. Wizards of the Coast uses keywords extensively. One of the main functions is to abbreviate otherwise wordy or complex bits of rules into an easily grockable concept. This also saves space when actually printing cards.

Important bits: Keywords contain rules information. Only common abilities are key-worded. Often key worded abilities are wordy without the keyword.

= Keywords 'R Us.

Magic has a fairly long history, and has a fairly extensive list of these keywords. As a matter of fact here are all of them:

Deathtouch, Defender, Double Strike, Enchant, Equip, First Strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Reach, Shroud, Trample, Vigilance.

Banding, Rampage, Cumulative Upkeep, Flanking, Phasing, Buyback, Shadow, Cycling, Echo, Horsemanship, Fading, Kicker, Flashback, Madness, Fear, Morph, Amplify, Provoke, Storm, Affinity, Entwine, Modular, Sunburst, Bushido, Soulshift, Splice, Offering, Ninjutsu, Convoke, Dredge, Transmute, Bloodthirst, Haunt, Replicate, Forecast, Graft, Recover, Ripple, Split Second, Suspend, Vanishing, Absorb, Aura Swap, Delve, Fortify, Frenzy, Gravestorm, Poisonous, Transfigure, Champion, Changeling, Evoke, Hideaway, Prowl, Reinforce, Conspire, Persist, Wither, Retrace, Devour, Exalted, Unearth, Cascade, Annihilator, Level Up, Rebound, Totem Armor, Infect, Battle Cry, Living Weapon, and Undying.

Yes, that is quite a lot. Important to note here that the first much smaller and easier to digest list are those keywords that wizards considers 'evergreen'. That is to say they can appear in almost any set (including core sets). The second, much longer list contains keywords that really only appear in one (or two) blocks.

Also interesting to note is what is NOT on this list. Wizards of the coast has also been known to use "ability words" which appear in italics at the beginning of some abilities on cards. Abilities with the same 'tag' have some similar functionality, but they don't have any specific rules meaning like keywords do. For completeness sake the ability words are: channel, chroma, domain, fateful hour, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep and threshold.

= Individual Keyword Highlights (evergreen)

For the present let's just focus on those evergreen keywords, as those are the ones that we expect players (and lv1 judges) to be most familiar with.

= Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Deathtouch tacks something special onto damage. (1) Any amount of damage from a source with deathtouch is considered "lethal damage" for the purposes of assigning combat damage. (2) There's a state based action that destroys creatures that have taken deathtouch damage.

Deathtouch can function from any zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had deathtouch.

= Defender (This creature can't attack.) - That about covers it folks. You can't declare a creature with defender as an attacker.

= Double Strike (This deals both first-strike and regular combat damage.)

I find it amazing that a little keyword like Double Strike (and first strike) do to the game. These abilities actually create an additional combat damage step. So when one of these creatures are involved in combat - there's a combat damage step where only creatures with first strike and double strike actually have their combat damage assigned and dealt (sometimes called 'first strike' damage).

Then players get priority and can play even more combat tricks, before there is entirely separate combat damage step where creatures that have double strike and creatures without either of these abilities deal their damage (sometimes called 'normal' damage).

But wait, there's more! The Comprehensive Rules are so awesome that they go out of their way to define what happens if a creature with first strike or double strike actually looses that ability in the middle of combat. Basically as the first combat damage step begins, all creatures with first strike and double strike do their damage. When the second combat damage step rolls around, only those creatures that didn't act in the first damage step (or have double strike) do their damage.

This means, among other sensible things, that a creature with first strike doesn't get a second 'swing' when that ability is removed. Also a creature that gains double strike or first strike after the first combat damage step is over (and didn't deal damage there) still gets it's 'swing' in the second step.

= Enchant [object or player] EX: Enchant Creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchant basically does two things, both limitations. Firstly, it defines what is a legal target for your enchantment when one casts it as a spell. Secondly, it defines what the enchantment may legally enchant when it is on the battlefield.

If an aura for some reason has multiple Enchant abilities then the restrictions of all apply. Also of note there are state-based actions that (1) cause an aura enchanting an illegal permanent to 'fall off' that permanent. (2) cause aura's not attached to anything to be put into the graveyard.

= Equip [cost] ([cost]: Attach to target creature you control. Equip only as a sorcery.)

Equip is a keyword that highlights an activated ability. Simply speaking it is the primary (although not the only) way players can attach their artifact-equipment cards to their creatures. Important to note here when you can do this "Equip as a sorcery" means: activate this ability only when you have priority and the stack is empty in your main phase. Effects that would allow you to play sorceries at other times don't change this restriction. The other notable limitation is that you can only equip creatures that you control.

The other thing I feel I should note here is that equipment stays put unless an effect (such as the equip ability) moves it elsewhere. Thus a mind-controlled creature caring a sword continues to carry a sword until the sword's controller can move it elsewhere.

= First Strike (This creature deals combat damage before creatures without first strike.)

I covered most of this above under Double Strike.

Please note however, that a if you give a creature first strike after the first damage step, it will deal it's damage in the normal step. Likewise removing first strike from a creature after it has dealt damage in the first damage step causes that creature to NOT deal damage in the normal step.

= Flash (You may cast this spell any time you could cast an instant.)
Reminder text says it all here. A player may cast spells with flash with the same restrictions as instants - which is to say whenever they have priority.

= Flying (This creature can't be blocked except by creatures with flying or reach.)
Reminder text says it all here. Note however Flying (like most evasion abilities) only matters when declaring blockers. If a flyer becomes blocked, and sometime after the block is declared the defender looses the ability to block the flyer - well then nothing happens the Flyer is still blocked, and the blocking creature is still blocking that flyer.

= Haste (This can attack and [tap] this turn.)

There is a rule, informally called "the summoning sickness rule" which states quite plainly that that a creature can't attack or use activated abilities with the [tap] or [untap] symbols unless (1) it was in play under your control at the beginning of your turn and (2) control of the creature didn't change this turn.

Haste simply bypasses that rule, such that creatures with haste can attack, tap, or untap the same turn they enter the battlefield or switch controllers.

= Hexproof (This can't be the target of spells or abilities your opponents control.)

The word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets. Sometimes you have to look at the full rules text of an ability to determine if it targets. Equip for example is a keyword that targets.

Other than that, the reminder text pretty much covers this one.

= Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Intimidate is another evasion ability, so like flying it only prevents certain creatures from blocking in the actual declare blockers step. An artifact creature will always be able to block a creature with intimidate, even if the artifact has colors that aren't shared by the attacker. Otherwise the reminder text is pretty accurate.

= [Land]walk (This creature is unblockable as long as defending player controls a [land].)

Rather than a single keyword, this is a family of related keywords. Magic has seen Islandwalk, Swampwalk, snow-covered landwalk, legendary landwalk, and non-basic landwalk. Quite simply if the defending player has a land that meets the criteria (an island, or swamp, or snow land, etc) they cannot block an attacking creature with this ability.

= Lifelink (Damage dealt by this also causes its controller to gain that much life.)

Lifelink is quite similar to deathtouch, in that both are static abilities that modify damage. In the case of lifelink, the controller of a source with lifelink gains life simultaneously with that permanent dealing damage.

Lifelink functions from any game zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had lifelink.

= Protection from [quality] (This creature can't be blocked, targeted, dealt damage, or enchanted by anything [quality].)

I am not at all surprised by the quantity of questions on forums and message boards that somehow involve protection. What protection does is easily summarized by the acronym DEBT, which stands for Damage, Equip/Enchant, Blocking, and Targeting.

Thus a creature from protection from black (to pick a more common one):
Does not take any damage from anything black.
Cannot be equipped or enchanted, by a black equipment or aura (or fortification).
Cannot block a black creature.
Cannot be targeted by a black spell.

Perhaps the hardest to grasp by the novice player is "targeted by a black spell." They are often not aware that the word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets.

= Reach (This creature can block creatures with flying.) - That pretty much covers it. A creature with reach may legally block creatures with flying.

= Shroud (This can't be the target of spells or abilities.)

Everything that was said about hexproof can also be said here. The key difference in these two abilities is that creatures with shroud can't be the target of anything, including your own spells or abilities.

= Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Trample is a static ability that modifies how a player may assign combat damage. A player only has this option if they are attacking with said creature.

To understand Trample it helps to understand what lethal damage is. Lethal damage is damage equal to (or exceeding) a creature's toughness - or 1 point of damage from a source with deathtouch. An attacking creature with trample must assign lethal damage to all of it's blockers in order. If you can do so, than any left over may be assigned to the player or planeswalker the creature is attacking.

= Vigilance (Attacking doesn't cause this creature to tap.) - What more can we say here? A creature with vigilance does not tap to attack.

Thursday, August 4, 2011

Star City Games Open - Pittsburgh

= Star City Games Open - Pittsburgh

(part 1 - event report)
Saturday, July 30th I had the awesome opportunity to participate in the Star City Games standard open in Pittsburgh, as a member of the judge staff. Overall I had a great day, enjoyed myself while keeping a close eye on decklists as part of the deck-checks team. I'm going to review a few of the things I learned throughout the day.

In this (shorter) first part, I'm going to cover some general tournament related items. In part 2, I'll cover, hopefully in depth, everything that goes into a deck check.

= Get your information in order.

I was called to the table where a player had 2 Vampire Lacerator's on the table. The question at hand was concerning the creature's triggered ability. At first the ability threw me off a bit because of it's wording. To clarify that here now. The ability triggers "At the beginning of your upkeep" period. Also, the ability only causes life loss if your opponent is at 11 or more when it resolves. The opponent also told me that he was at 12, so I ruled that the controller of the Lacerator was going to lose some life.

This ruling would have been correct, if I had all my ducks in a row. There were some questions about if the ability triggers, is the controller going to loose life that I didn't answer perfectly. Causing confusion which led to an appeal. On appeal HJ Eric Shukan overturned my ruling. I'm still not 100% certain, but I believe that the missing piece may have been a lightning bolt that was on the stack, which I believed to have already been resolved.

Vampire Lacerator

= Be careful how you answer questions.

I was called to a table, and the players were in the middle of combat. A 3/6 with vigilance and death touch (equipment involved) was attacking, and the defending player was blocking it with 7 1/2 plant tokens. The question in this situation was, how can the attacker assign combat damage?

Now before you answer any rules question, it's always a good idea to ask questions of the players concerning the game state. Even if the information that your looking for has already been given to you. So your attacking with this? (yes), and your blocking with all your plant tokens? (yes) How big is this? (3/6), and those? (1/2).

It's also important that you don't reveal any strategic information as you are answering the question though, so my next question (to the attacker) was, "How would you like to assign combat damage?" When they replied that they would like to assign one damage to each of three different plants, I nodded and informed both players that this was a legal assignment. Deathtouch makes 1 damage "lethal" for the purposes of assigning damage to multiple blockers.

= How do we report unfinished games?

I have to admit I've made my fair share of mistakes. This one will change tournament and match results that I will enter. When a game goes into extra turns and is not completed, how do we enter that into the tournament report? What is the score?

I had been under the impression that unfinished games are not reported. However, I watched an unfinished game be reported as a tie. Sure enough the Magic Tournament rules (section 2.5), indicates that if a game goes into extra turns, and no player has won, the game is reported as a tie.

I'm not sure if this was a change to the tournament rules, or if I misread something, or misinterpreted something, but it should be relatively easy to report accurate and correct tournament results going forward.

= No opponent.

I was called to a table where a player's opponent was absent. Upon checking the clock I noticed that we were 10 minutes into the round. Our tardiness policy for the day was 0/10, meaning that if players weren't in their seat when the round clock started, they got a game loss. When we were 10 minutes in, and they still weren't there, we issue a match loss.

It just so happened that HJ Eric Shukan was nearby on the other side of the isle as I took this call, so my immediate reaction was to do a quick double-check with him (hey, it IS a match loss, right?).

He gave me a pretty solid process for filling out the match slip in cases like this. As a judge you write "no show" in the score column, check off the drop area for the missing player, and put "Judge - " where the absent player would have to sign the slip.

Despite the fact that this was the only match slip I filled out like this during the day, it does seem like a rock-solid procedure, and I will do my best to use it in the future.

That's it for part 1, stay tuned for part 2 - Deck Checks!

Monday, July 11, 2011

Magic 2012 Pre-release tales

= Magic 2012 Pre-release tales
= Monday, July 11th, 2011

Another successful pre-release has passed. I am pleased to report that 18 players participated in the main event, and 14 players played in our side-event draft.

Those who have been reading know that this is a welcome boon from last pre-release where we had only 8 players for the main event. While I think this is a good sign for the health of our venue and the game as a whole, I think we should all remain vigilant in our efforts to recruit new players, help those players grow into being better players, and keeping all levels of play as fair and fun as possible.

With the launch of Magic 2012 and in the following months, we are likely to see more players and more interest in our game. It's a great time to be playing, and I for one am excited!

== Rulings

= Chandra, the Firebrand.
A player asked if they could choose a single player multiple times with Chandra, the Firebrand's 3rd ability. "[-6]: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players." While the ability as-written doesn't limit the choice of targets (by using the word "different" for example), we do have the following tidbit from the Magic2012 FAQ:

* When you activate Chandra's last ability, you choose up to six target creatures and/or players. No damage is divided, and Chandra can't deal more than 6 damage to any one target. Chandra deals 6 damage to each target that is still legal when the ability resolves.

= Goblin Tunneler and Turn to Frog

Player A Activates Goblin Tunneler targeting a 2/2 Bear. The bear attacks. Player B casts Turn to Frog targeting the Bear. Can Player B declare a blocker against the ex-bear, now 1/1 frog?

The rather interesting answer is no. Again from the FAQ:

* The ability [of Goblin Tunneler] doesn't grant an ability to the targeted creature. Rather, it affects the game rules and states something that's now true about that creature. After the ability resolves, the creature will remain unblockable for the rest of the turn even if it loses all abilities.

For those who are truly curious, here's the Comprehensive Rules that are most applicable to this situation:

112.11. An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[permanent]” is indestructible” or “[creature] is unblockable,” for example), it’s neither granting an ability nor setting a characteristic. (See rules 700.4 and 700.5.)
Example: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.”

700.5a Although the text “[This permanent] is unblockable” is an ability, actually being
unblockable is neither an ability nor a characteristic. It’s just something that’s true about a creature.

Friday, April 30, 2010

= Myojin of Life's Web and Sudden Spoiling

= Myojin of Life's Web and Sudden Spoiling
= Friday, April 30th 2010

The following occurred in a casual Elder Dragon Highlander game with 4 players. At that time I made a rules call concerning this interaction that was incorrect. Here is the correct call.

Situation:
Player A has a Myojin of Life's Web in play with a divinity counter on it. They choose to attack Player B. Player B casts Sudden Spoiling.

Question:
Does Myojin manage to keep indestructable?

Answer:
No.

Reasoning:
The text "Myojin of Life's Web is indestructible as long as it has a divinity counter on it." is an ability, and thus Myojin does not have it when Sudden Spoiling resovles. Although the divinity counter does remain on the creature - it has no function.

Reference:
CR 112.11. An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[permanent]” is indestructible” or “[creature] is unblockable,” for example), it’s neither granting an ability nor setting a characteristic. (See rules 700.4 and 700.5.)

700.4a Although the text “[This permanent] is indestructible” is an ability, actually being indestructible is neither an ability nor a characteristic. It’s just something that’s true about a permanent.


Myojin of Life's Web
6GGG

Legendary Creature — Spirit
Card Text:
Myojin of Life's Web enters the battlefield with a divinity counter on it if you cast it from your hand.
Myojin of Life's Web is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Life's Web: Put any number of creature cards from your hand onto the battlefield.


Sudden Spoiling
1BB

Instant
Card Text:
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Creatures target player controls become 0/2 and lose all abilities until end of turn.

-Dan R.

Friday, November 13, 2009

MtG: Friday Night Magic

= MtG: Friday Night Magic
= Friday, November 13th.

I return from the large tournament scene to my normal hosting duties for local FNM. Ten players show up for our standard event, and we go four rounds. Adam T. went undefeated and secured first with vampires. Adam H. came in second running a new breed of five-color-control.

Someone wanted to know if you could pop a fetch land in response to Bloodchief Ascension gaining it's third counter. Since the first ability on the card is a triggered ability, a player does have the opportunity to play instants with it on the stack, or before it resolves.

Sunday, November 8, 2009

MtG: PTQ San Diego in Coraopolis

= MtG: PTQ San Diego in Coraopolis
= Saturday, November 7th.

As a judgeling, (lv 0 judge or rules advisor - take your pick), I have had the opportunity to attend and judge large local events, such as one regionals and two PTQ. This was my second PTQ as a judgeling, and I was fairly confident about working with the full court. Virtually every judge in the region was called into this event, and if I'm not mistaken there were ten of us working the floor.

My first task was actually shared between eight of us or so, and involved tearing into cases of product and separating them into six-pack chunks, and sealing them into our incredibly tech clear plastic sandwich bags. From there the day went relatively smoothly. I was on the deck check team, and swooped in to grab decks to be checked both at beginning and middle of the round.

I feel it's important as a judge to note when and where you make a 'bad call'. There was one call I made that was, quite frankly, a newbie mistake. Player A controlled a Eldrazi Monument and a few creatures. Player B had a Hideous End in hand. Player B called me over and asked (away from table) if Hideous End was cast, would his opponent still loose 2 life. So at this point in time the supposed target for Hideous end was unnamed. So I explained because the creature is indestructible, the destruction event is replaced with nothing, but the 'loose 2 life' part of the effect still occurs.

So I stick nearby the table, anticipating that there may be a further question when this player actually chooses to make this play. A few turns later, he does. and, i stick with my earlier assessment of the situation. Except that I made a mistake. I missed a very important detail. The creature Player B chose for his target happened to be black. In this case the correct thing to do is untap the land used to play Hideous End and put the spell back into hand (handling illegal actions). Because a black creature is not a legal target of Hideous End.

I also however answered more than a few questions - most fairly straightforward, as well as writing up a few Game Play Errors. In all it was a buisy, fun, and productive day.

Oh, and I should also report that this will be my last large tournament as a judgeling. I successfully took and passed the Lv1 judge test.

Monday, July 6, 2009

SWM 100pt Sealed (Jedi Academy)

= SWM: 100pt sealed (Jedi Academy)
= Monday, July 6th 2009

I was expecting a few more people than normal for our sealed tournament featuring the new set. Perhaps 5-7. I got a whopping eleven, making this my largest SWM tournament ever! It took a bit more to organize the event. Had to drag out an extra table, prepare an extra map, etc. I had a sealed case of Jedi Academy that I passed out, each player got 1 booster to build 100 points with. We opened 3 Jedi Academy, 1 Bounty Hunters, and 1 Legacy of the Force for our prize pool.

The first thing that was noticed, is that Jedi Academy is a fairly high-point cost set. Some people could make their 100 with two or three characters. Others did it with 4-5. One lucky (or unlucky) player did it with one (Grand Master Luke). This compared to Imperial entanglements where a player could use their whole pack and still not make 100.

The tournament went exceptionally well. A lot of players managed to go 2-0 with a fair number of victory points. We went a total of 4 rounds and Dave managed a 4-0 record with a squad that included (among other things) Darth Plagueis.

With such a large tournament, there was bound to be an interesting question or two. Twice there was a question about lightsaber throw. And yes, it is considered a non-melee attack. And yes, the target does get a cover bonus if they have cover and the force power is Lightsaber Throw 1 or 2 (3 or higher ignores cover).

The other question concerned a character with Force Renewal 1, and subject to the Force corruption ability of an opponent’s character. In this case, it mattered which occurred first, since the character could (theoretically) use the force point gained from force renewal to reroll the save for force corruption. This falls under ‘Simultaneous Effects’ so in this case the player who controls the corrupted character chooses which effect to apply first.

Friday, June 19, 2009

MtG: FNM Draft



= MtG: FNM, Shards block Draft.
= Friday, June 19th, 2009

Eight players were ready to draft in our once-a-month draft night for FNM. We drafted Shards block. We progressed through the rounds at a breakneck speed, which is not typical for sealed decks. We easily finished early despite starting a little on the late side.

Picture: Aron (right) and Kevin play out game one of the finals. Aron goes on to win that match 2-0.

As a side note there were two interesting rules questions that occurred outside the draft tournament.

(1) Most people who play magic know that if a spell is cast, but its target moves to a different zone before it resolves, then the spell is countered. This is not the case for spells that use the word ‘target’ more than once. They are only countered if ALL targets become illegal [CR 413.2a]. If only one target becomes illegal, such spells still have their effects on the remaining legal targets.

This presents an interesting situation with Cryptic Command. Should a player choose ‘return target permanent to owner’s hand’ and ‘counter target spell’ and the opponent say sacrifices the target permanent, cryptic is not countered and the target spell is still countered.

Conversely, if a player should choose say ‘return target permanent to owner’s hand’ and ‘draw a card’ and the opponent sacrifices the target permanent, cryptic IS countered and a card is not drawn.

(2) The other (hypothetical) question was if a player could redirect the damage they are taking from a Volcanic Fallout that they control, to a planeswalker they control. CR 212.9g states “If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead.”

Due to the ‘controlled by an opponent’ wording, A player cannot redirect non-combat damage from any source they control to a planeswalker they control.