Category Archives: Rules
Here is the latest update from Scrolls.com ! Remember to check the game out. 🙂
Chunk of changelog incoming…
Crafting is now live. For a more detailed explanation of how that works, check this post. Aside from that, we’re updating the “Just for You” section of the store more often, and introducing a smattering of bug fixes. Read on for the full changelog.
Machination Mindset can now be put on relentless units
Automata Forge now produces units even if attack is non-zero
Charge Coil and Ether Pump now trigger Efficiency
Dust Runner now triggers Efficiency
Efficiency now generates resources for the caster, not the unit owner
Fixed bug where units could get visually stuck when libraries were reshuffled
Fixed bug where scrolls disappeared if players clicked on same unit twice with Transposition
Can now see last idol health in 5:4 aspect ratio
Store now works properly after buying an avatar or preconstructed deck
Scroll preview for rightmost scroll in deck builder now works as intended
Personal store items now refresh every three days instead of once per week.
Crafting is live
You can now see your stats on upgraded Scrolls
Players automatically join a shared chat room with chat history after exiting a match
Thanks for reading! Oh, one more thing. I’ll be posting an update on Scrolls development progress today tomorrow.
Owen – @bopogamel
Until next time Nurglings, take care.
STANDARD ROTATION: October 5th, 2012
Also: Magic 2013 will be in standard from July 13th 2012.
I noticed that there are alot of people looking for this so I thought I would inform you.
The following sets all rotate out of Standard on: October 5th, 2012
Scars of Mirrodin
I know that many of you are somewhat confused about the two new abilities from Avacyn Restored. So I thought I would share some rules with you. Enjoy the reading!
If you have any questions about it, you know, just ask!
702.91a Miracle is a static ability linked to a triggered ability (see rule 603.10). “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”
702.91b If a player chooses to reveal a card using its miracle ability, he or she plays with that card revealed until that card leaves his or her hand, that ability resolves, or that ability otherwise leaves the stack.
* You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don’t cast the card using its miracle ability, it will remain in your hand.
* You can reveal and cast a card with miracle on any turn, not just your own, if it’s the first card you’ve drawn that turn.
* You don’t have to reveal a drawn card with miracle if you don’t wish to cast it at that time.
* You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don’t want to cast it at that time (or you can’t cast it, perhaps because there are no legal targets available), you won’t be able to cast it later for the miracle cost.
* You cast the card with miracle during the resolution of the triggered ability. Ignore any timing restrictions based on the card’s type.
* It’s important to reveal a card with miracle before it is mixed with the other cards in your hand.
* Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven’t drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you’ll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
* If the card with miracle leaves your hand before the triggered ability resolves, you won’t be able to cast it using its miracle ability.
* You draw your opening hand before any turn begins. Cards you draw for your opening hand can’t be cast using miracle.
702.92a. Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”
702.92b A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.
702.92c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.
702.92d A creature can be paired with only one other creature.
702.92e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.
* Two paired creatures are still individual creatures in every way: they attack and block individually, they are targeted and affected by spells or abilities individually, and they change zones individually. If two paired creatures are attacking, blocking one of them has no effect on the other, for example.
* Neither soulbond ability targets any creature.
* You must control another unpaired creature at the moment a creature with soulbond enters the battlefield or the soulbond ability won’t trigger at all. However, the creature that pairs with the creature with soulbond isn’t chosen until the soulbond ability resolves.
* If the pair is broken, the bonuses and abilities granted to the creatures immediately disappear. If the bonus included an increase to toughness, this may cause a creature to have damaged marked on it equal to or greater than its toughness. If that happens, the creature is destroyed.
* If becoming unpaired causes a creature to no longer have an activated ability, instances of that ability that have already been activated and are on the stack are unaffected.
* Certain keywords granted to paired creatures are only relevant at a specific time, usually during combat, so becoming unpaired and no longer having that ability may have no effect on the current turn. For example, if a creature with reach blocks a flying creature and then loses reach, the creature with flying will still be blocked.
* A creature with soulbond may grant an ability to itself and the creature it’s paired with that includes the text “this creature.” In such abilities, “this creature” refers only to the creature that has that ability, not the creature it’s paired with.
* If a creature with soulbond is paired with another creature with soulbond, each of them will receive both bonuses.
* If you control multiple unpaired creatures with soulbond and another creature enters the battlefield, each soulbond ability will trigger. Soulbond abilities that try to resolve after you pair the creature will have no effect.
* If a paired creature with soulbond loses soulbond, it and the creature it’s paired with remain paired.
Until next time Nurglings, take care.
As you know I’m always looking for card games, I write about less popular ones, I’ve tried most of more popular ones and I do deck building games and I’ve tried a few living card game ones. I’ve even been doing rules for my own card games for … well almost years.
But today I thought I would share a creation not done by me, surprising I know!
As you can see above the game is called Rise Of Legions.
There isn’t much information about this game as it is right now, but it’s a game in the making and I will be putting out updates for when they come along. The artwork for the game I must say is looking sweet! And if the artwork is coming along, I can’t wait to see what the card will look like.
Here is the preliminary description up on their website right now:
“Commanders are the main card in your deck. Their effects are used on other creatures and energy, but never used for themselves. The goal of the game is to take out the Commander, who has the ultimate life, by taking out the rest of the creatures on the field to get to them. Each commander, depending on their type i.e. Vampire, Werewolf, Shapeshifter etc. can only control those certain types of monsters. Monsters or creatures have their certain amount of life, and in their effect, a special effect and how much they can attack for. Energy is what you can use to attack or use effects. To get a creature out, it costs nothing, but to use any effect of the creature or attack, it cost a certain amount of energy. First turn, you lay down as much energy as you have. Following turns, you can only lay down 1 energy, even if you were able to draw more than one. After that, it’s fun and games. Lay monsters, attack, use effects, and try to take out your opponents commander before they take out yours.”
Rise of Legions – Facebook page – http://www.facebook.com/pages/Rise-of-Legions-Project/270840879636914
Rise of Legions – Website – http://riseoflegions.wordpress.com
Until next time Nurglings, take care.
Hello my Nurglings!
Thanks to Mark Rosewater we already knew that the Double Face Cards would not be coming back in Avacyn restored. This is probably because the good guys will be making a comeback in the last set to fight back the darkness. OR as in any good horror movie, the horror has changed completely for the finale and we just don’t know what we will be facing. Exciting I know.
The other mechanic not coming back: Flashback (also spoiled to us by Rosewater). So to all of us Burning Vengeance lovers, it seems we won’t be getting anymore of that flashback. But to be honest we have plenty that we can use as it is. Sad though to see such a sweet mechanic disappear in the last set. But I guess, if the werewolves will be stopped from transforming, other mages must lose their graveyard abilities.
Until next time, take care Nurglings.
Hello my Nurglings.
Oh what a mess we are in, well not really a mess, just a very annoying situation in which a lot of cards in Magic will have to change their wording to fit this new rule, or you will simply have to LEARN how to detect it.
Before jumping in to the rule change and look at examples, let’s show you the actual written 1.4 rule:
1.4. OPTIONAL ABILITIES
Traditionally, some abilities include the word ‘may’ as part of their text, indicating that their effect is optional. At Competitive and Professional REL, some additional triggered abilities and enters-the-battlefield replacement effects are considered optional. The player is not required to follow the instruction when the ability resolves, and if the ability is forgotten it will not retroactively be applied. An optional ability does one or more of the following things, and nothing else:
• Gains you life or causes an opponent to lose life.
• Puts cards from your library, graveyard, or exile zones into your hand or onto the battlefield. This includes drawing cards.
• Causes opponents to put objects from their hand or the battlefield into the library, graveyard or exile.
• Puts a permanent into play under your control or gives you control of a permanent.
• Puts +x/+x counters, or counters linked to a beneficial effect, on a permanent you control.
• Gives +x/+x or a beneficial ability to a target creature you control.
• Exiles, damages, destroys, taps, or gives -x/-x to an opponent’s target permanent. If the ability could target your own permanents, it is not optional unless that ability could target an opponent.
• Gives you additional turns or phases.
• Counters a spell or conditionally counters a spell, but only when cast by an opponent.
Abilities that trigger at the same point in each players turn and do something to “that player” (e.g. Howling Mine) are never optional.
This list is comprehensive. An ability that does not fit all of the criteria above is not optional, even if it is to the benefit of the player controlling the ability. Similarly, an optional ability is always optional, even if it would be to the detriment of the player for it to happen.
Oh the mess, and oh all the explanations your local judges will have to do in the future. To put it simple, the list in the middle of the text: if any triggered effect on a card does any or more of those things, it’s a may effect. EVEN if the card in its written form does not include the word MAY. So, huge errata coming up on the Gatherer I’m guessing, or people will just have to know this list…
You want a few examples you say?
(A thanks to Lectrys on http://forums.mtgsalvation.com for the following example.)
Under Rule 1.4, Angel of Despair’s Enter The Battlefield trigger is not optional. This is what Angel of Despair says:
When Angel of Despair enters the battlefield, destroy target permanent.
Rule 1.4 says this:
Exiles, damages, destroys, taps, or gives -x/-x to an opponent’s target permanent. If the ability could target
your own permanents, it is not optional unless that ability could target an opponent.
Since destroying target permanents may target your own permanents and cannot target opponents, Angel of Despair’s Enter The Battlefield trigger is therefore mandatory.
Since the cards trigger gains you life this is now a MAY trigger. Believe me I’m adding this to my EDH deck. FINALLY!
Since a part of his triggered ability is also to look at the top card, he is not a MAY ability. Looking at specific cards from the top or bottom of your deck is not a part of the list. So you “have” to do it.
Well until next time, take care.
Hello my Nurglings!
So one of the reasons that I’ve been a bit slow with my Calendar updates is because of a game that I’ve been playing the last few days. It an Online Collectible Card Game called Sword Girls! It’s currently in Closed Beta but it will open up for the public shortly! And then everyone can join in the fun.
I thought I would give a short review of what I feel about this game, finally now after about 250 matches and completed several completed dungeons, yes a card game with dungeons. I haven’t read up to much on the story of Sword Girls, but the name itself tells us the most important part, girls with swords. All card motives in the games are currently girls, manga girls none the less.
There are four different factions in the game.
The strong, Crux.
The shadowy, Darklore
The clever, Academy.
And the persistent, Vita.
Sword Girls is a Flash based game where you build decks, collect cards, search for minerals, play against other players, train and upgrade your cards, craft cards and more!
So as you see there is plenty to do except just playing the card game, and that is one of the strong points of the game. Seeing that Rare card that you want to craft is a great way of giving yourself a goal within the game. When you play matches or fight your way through dungeons, you’re able to collect minerals and items that are needed to create/craft newer and better cards. So the more you play, the bigger the chance you end up with the cards you want or need.
Your deck consist of three different cards.
A character card – much like in WoW the card game, this is “you”. It shows your hit points that you’re opponent need to lower to 0. And different characters have different effects that activate every round.
Followers – Cards that fight against your opponents’ followers and damages your opponents’ character.
Spells – Cards with a onetime effect that may greatly change the wave of the battle.
Instead of talking all much about the rules of the game, I thought I would look at how the game actually works. Something that’s very different between Sword Girls and other card games, is that most effects and attacks are random, when a card attacks, it attacks a random card on your opponents side, and cards will attack in a random order.
Spells will always activate before characters attack, and they will also affect random targets. Unless the card gives you a specific type of target needed, like a certain type of follower, it will only randomly select between any legal target. The action also jumps between players every turn, a coin flip decides on who takes the first action, than the other players takes an action, and then it goes back and forth until all cards are done activating.
There’s a big collection of players that are currently complaining about this randomization system of game play. They feel it’s too random and you can’t be sure that your cards will do what you want them to. But this, even thou annoying at times, creates an interesting balance in the game between beginners and seasoned players.
A beginner will not as often see what card he needs to play to maximize his chances, while a player that knows the game, will see the situations and opportunities to turn the game around. Playing random cards every turn won’t win you the game even if you think it will, it takes strategy even with the random factor in play. Cause you, even if you don’t believe it, can control the outcome by playing the right cards.
At the same time, “professional” players, won’t be able to automatically win unless they carefully think about their game. That spells activate before attacks, and that players take turn activating cards, is something that you need to think about.
For you that really don’t feel like playing other people, there are also dungeon challenges. A dungeon consist of between 10 and 30 floors, every floor is a fight against an AI. Beat the AI on floor 1, and you move on to floor 2 and so on. When you reach the top floor you meet the boss of that dungeon, they have strong effects and more life than your average Character. Beat him and you gain plenty of recourses to craft new cards. If you end up defeating him 10 times, you also get a special character card.
I love sword girls, there is so much more to say and talk about with this game but I felt that the above things were something that new players should be aware of. If you give the game a chance you will notice that it grows on you, and all of a sudden you’re struggling to get that next card that you want for your deck.
An amazing feeling I promise you.
Game here: http://www.swordgirlsonline.com/
Well I hope that was good enough for you all.
Until next time, take care.
Hello my Nurglings!
And happy first December to you! The next 24 days I will be posting something very Christmas-e and nerd-ish every day. The idea just popped in to my head, so this very first day may not be so fun. But as I always say: it’s something!
I will try and find better and more fun stuff to show the days to come, I promise! For now:
Until next time, take care!