ALSO I told someone at the pre-release something that is apparently wrong. The Gatecrash FAQ SPECIFICALLY said each time you pay to activate the keyrune's ability of turning it into a creature, it is a NEW creature with NO memory of its past self. aka if they enchant agoraphobia (i think the example was) on your shit, you let it resolve, then pay the activation cost to make it a NEW creature that ISNT agoraphobiad
FOLLOWING this logic, I told someone that they couldn't cipher encode onto a keyrune, well they could but it would be LOST once it turned back into an artifact because its encoded on the CREATURE keyrune, and once it turns back into a artifact all knowledge of that creature is gone forever, and no cipher.
But then the Magic site said you CAN encode onto a keyrune and it will stick...??? not following the rules logic here
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"
In post 1775, Fate wrote:ALSO I told someone at the pre-release something that is apparently wrong. The Gatecrash FAQ SPECIFICALLY said each time you pay to activate the keyrune's ability of turning it into a creature, it is a NEW creature with NO memory of its past self. aka if they enchant agoraphobia (i think the example was) on your shit, you let it resolve, then pay the activation cost to make it a NEW creature that ISNT agoraphobiad
FOLLOWING this logic, I told someone that they couldn't cipher encode onto a keyrune, well they could but it would be LOST once it turned back into an artifact because its encoded on the CREATURE keyrune, and once it turns back into a artifact all knowledge of that creature is gone forever, and no cipher.
But then the Magic site said you CAN encode onto a keyrune and it will stick...??? not following the rules logic here
The rules logic is that they decided that was the rules for cipher. Keywords have rulings, the ruling here was that you can cipher onto a keyrune and it'll stay
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
702.97c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.
K nvm google is cool
so its just some rule
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"
In post 1775, Fate wrote:ALSO I told someone at the pre-release something that is apparently wrong. The Gatecrash FAQ SPECIFICALLY said each time you pay to activate the keyrune's ability of turning it into a creature, it is a NEW creature with NO memory of its past self. aka if they enchant agoraphobia (i think the example was) on your shit, you let it resolve, then pay the activation cost to make it a NEW creature that ISNT agoraphobiad
FOLLOWING this logic, I told someone that they couldn't cipher encode onto a keyrune, well they could but it would be LOST once it turned back into an artifact because its encoded on the CREATURE keyrune, and once it turns back into a artifact all knowledge of that creature is gone forever, and no cipher.
But then the Magic site said you CAN encode onto a keyrune and it will stick...??? not following the rules logic here
Just so new players don't get confused. The card used in the example was diminish not agrophobia. Agrophobia's effect would continue to apply on top of any power/toughness setting effects, no matter how many times they were used. It is however a creature aura which means that if its ever not enchanting a creature it goes to the graveyard as a state based effect. So at the end of the turn after it was put on the keyrune it would go to the yard.
The reason the diminish example works is because power toughness setting effects all apply in the same layer, below power toughness modifying effects and power toughness switching effects. Both diminish and the keyrunes activated ability set the the power toughness, meaning they are applied in time stamp order, so keyrune > dimish > keyrune would leave you with the keyrunes power/toughness at the end because its the most recent. Because this happens below modifying effects though, agrophobia/giant growth/etc are all applied after the base power/toughness is determined.
I'm a hoot
Stream: twitch.tv/dramonic
-If you stick your ear close enough to the game thread you can actually hear dram suffer in real life.-Beeboy
-Being obtuse is not a consequence of being a mod, it's a prerequisite. I think you may just have overestimated my intelligence before.-Korts
Short answer is yes. Long answer is to make sure whatever card you are using can redirect abilities, not just spells, because bloodrushing is an ability, and to make sure you have a legal target to redirect to, because bloodrush can only target attacking creatures.
In post 1783, Thestatusquo wrote:I assume its because red just has way better options available at the three drop slot.
reds 3 drops are actually kind of shit right now. (which is the only reason the card fate mentioned is even close to being maybe playable outside of combo)
Red's three drop options are what? Pyreheart Wolf and more 2 drops? 2 gets you Ash Zealot, plus some unleash and haste guys, and 4 gets you to Hellrider, but 3 is kinda blank if you don't play with the Wolf.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
I'm thinking it'd be a cool niche 3 drop in my deck. I don't want to run too many Hellraisers, and if I drop him with an Mayor and Loyalist out he's a 4-2 with first strike and trample, with the bonus of nuking something while coming in.
I think I'd side board him out though game 2 in favor of... Wolfir Avenger. He can be a combat trick with Experiment One and is sturdier against removal.
Also best case scenario is a 4 damage nuke turn 3 (Experiment 1, BTE+1human+ this guy), with a 5 damage nuke turn 4 with hellriders
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"
A card I've wanted to build around for a while is Kessig Cage Breakers. Probably could fit it in a deck with Splinterfright and Ghoultree, I guess.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
The most interesting idea I've seen for Kessig Malcontents is as the finisher in the Angel of Glory's Rise combo deck. Boros splashing black could be interesting, with aggressive pressure early and a combo finish for reach. Don't know that it'd be really competitive, but it'd probably be fun.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
In post 1785, Sudo_Nym wrote:Red's three drop options are what? Pyreheart Wolf and more 2 drops? 2 gets you Ash Zealot, plus some unleash and haste guys, and 4 gets you to Hellrider, but 3 is kinda blank if you don't play with the Wolf.
Boros Reckoner seems good.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
In post 1768, dramonic wrote:It's sad you're going green/white/black, malcontent would be nifty in that combo
In post 1782, Fate wrote:Wow why did no one tell me Kessig malcontents existed
Pay attention :p
I'm a hoot
Stream: twitch.tv/dramonic
-If you stick your ear close enough to the game thread you can actually hear dram suffer in real life.-Beeboy
-Being obtuse is not a consequence of being a mod, it's a prerequisite. I think you may just have overestimated my intelligence before.-Korts
In post 1783, Thestatusquo wrote:I assume its because red just has way better options available at the three drop slot.
reds 3 drops are actually kind of shit right now. (which is the only reason the card fate mentioned is even close to being maybe playable outside of combo)
Interestingly enough, that doesn't change my argument.
As much as I like TWoo, I think this deck is just a bad version of the junk reanimator deck that was popular right after return came out. How exactly is red better than thragtusk/mulch/trackers instincts/mana dorks/craterhoof?
how can it be that bad? It's a 2/2 for two mana, and it gives a bonus that might matter in some cases? If you had the humans, it would help them hit for one more damage for one turn at least?
Surrender, imagine and of course wear something nice.