“Equip ” means “: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.”ħ02.6b For more information about Equipment, see rule 301, “Artifacts.”ħ02.6c “Equip creature” is a variant of the equip ability. Such Auras can’t target permanents and can’t be attached to permanents.ħ02.6a Equip is an activated ability of Equipment cards. The Aura can enchant only objects or players that match all of its enchant abilities.ħ02.5d Auras that can enchant a player can target and be attached to players. The Aura’s target must follow the restrictions from all the instances of enchant. ” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.ħ02.5b For more information about Auras, see rule 303, “Enchantments.”ħ02.5c If an Aura has multiple instances of enchant, all of them apply. After that step, the phase proceeds to the end of combat step.ħ02.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.ħ02.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.ħ02.4e Multiple instances of double strike on the same creature are redundant.ħ02.5a Enchant is a static ability, written “Enchant. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. (See rule 510, “Combat Damage Step.”)ħ02.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. See rules 510.1c–d.ħ02.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.ħ02.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.ħ02.2f Multiple instances of deathtouch on the same object are redundant.ħ02.3b A creature with defender can’t attack.ħ02.3c Multiple instances of defender on the same creature are redundant.ħ02.4a Double strike is a static ability that modifies the rules for the combat damage step. See rule 704.ħ02.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature’s toughness. ” This means the same thing as an object “with a ability” or an object “that has a ability.”ħ02.2b A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.” As that triggered ability resolves, each landwalk and protection ability from among creatures you control is granted to each creature you control.ħ02.1d An effect may refer to an object “with ” or “that has. You're able to choose to pay the conspire cost, and you actually pay the tap cost, but the trigger that checks whether you paid the conspire cost doesn't fire.Example: Concerted Effort is an enchantment that reads “At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The second issue is that spells that get Conspire from Wort, the Raidmother don't trigger properly. Firstly the spell can't be cancelled once it asks you to start tapping, although if you tap 1 creature then have no others that share a color with the conspire card then the spell is cancelled (the tapped creature won't untap though even though the refund part of tapXType seems like it should untap it). ![]() There's just two small things that need fixing. It also plays nicely with kickers so thanks again Sloth. ![]() ![]() ![]() It made life a whole lot easier.Īnyway, I've got conspire all coded up and all the cards scripted, including multiple instances of conspire. Firstly, Thanks Sloth for the OACosts setup.
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