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Resolutions Summary:

I gain 1 life via Soul Warden when Dragonmaster Outcast and Fyndhorn Elves come into play (total +2 Life).

cmdr_flashheart's [url=http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221516]Deathmark[/url] destroys JMich's Fyndhorn Elves.

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SeduceMePlz:
Plains
Soul Warden
Life: 22

mondo84:
Mountain
Dragonmaster Outcast
Life: 20

JMich:
Forest
Life: 20

cmdr_flashheart:
Swamp
Life: 20

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The second round begins now! You have until late Saturday night to post your second turn and respond to any actions.

As requested, to facilitate a faster pace/make things more interesting, from here onwards you are allowed to add two cards to your hand per turn.

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TURN 2

DOMAIN:

Forest x1 (+)
Plains X1

HORDE:

Soul Warden

ARTIFACTS & ENCHANTMENTS:

HAND:

Ajani's Pridemate (+)
Birds of Paradise (+)

LIFE: 22

ACTIONS:

- Taps Forest & Plains to summon Ajani's Pridemate
I've added the following cards to the ban list because I suspect they would wreck the format:

- Heroes Remembered
- Progenitus
- Emrakul, the Aeons Torn
- All Legendary New Phyrexia Praetors

Also, a new rule meant to keep things interesting:

Legendary cards may only be played once per game. Once a player successfully places a Legendary card into play, that card may not be played again by any player during the current game.

I will keep a list of "Dead Legends" and post it in the round summaries. If you really, really don't like this rule, let me know, and I'll consider handling Legendary cards per normal MTG rules. I think this tweak will make for a better game, but I am open to feedback and suggestions.
Post edited March 07, 2014 by SeduceMePlz
Let the madness begin!

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TURN 2

DOMAIN:

Mountain x2 (+)

HORDE:

Dragonmaster Outcast

ARTIFACTS & ENCHANTMENTS:

HAND:

Kird Ape (+)
Shock (+)

LIFE: 20

ACTIONS:

- Taps Mountain x1 to play Shock and deal two damage to SeduceMePlz's [url=http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6033]Soul Warden[/url]

- Taps Mountain x1 to summon Kird Ape

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Alright, might as well take my turn.

TURN 2

DOMAIN:

Swamp X1

Forest X1 (+)

HORDE:

ARTIFACTS & ENCHANTMENTS:

HAND:

Wall of Roots (+)

Fog (+)

LIFE: 20

ACTIONS:

- Taps Forest and Swamp to summon Wall of Roots

edited as per final resolutions for Turn 2.
Post edited March 08, 2014 by cmdr_flashheart
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cmdr_flashheart: snip
Oy, you only have 1 forest, so you can only use 1 green mana per turn. Also, Wall of Roots requires 1 green and 1 extra mana, so playing Wall of Roots would require tapping both the Forest and the Swamp, leaving you without mana to play anything else (unless it has a mana cost of 0).
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cmdr_flashheart: snip
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JMich: Oy, you only have 1 forest, so you can only use 1 green mana per turn. Also, Wall of Roots requires 1 green and 1 extra mana, so playing Wall of Roots would require tapping both the Forest and the Swamp, leaving you without mana to play anything else (unless it has a mana cost of 0).
Wall of roots adds mana to the pool upon summoning.

And my turn post should say "tap forest and swamp" for wall of roots, I don't know if I should edit it. Also, sorry for the elves, but I have a feeling you'll do much worse to me before the game is done :]
Post edited March 08, 2014 by cmdr_flashheart
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cmdr_flashheart: Wall of roots adds mana to the pool upon summoning.
Not upon summoning. Upon weakening it.
And it seems that I will have to go a bit more control mode than full elf abuse, but doesn't matter ;)
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cmdr_flashheart: Wall of roots adds mana to the pool upon summoning.
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JMich: Not upon summoning. Upon weakening it.
And it seems that I will have to go a bit more control mode than full elf abuse, but doesn't matter ;)
I have it on good authority, like from a guide written by someone whose not a newb like me, that wall of roots adds mana upon summoning. It also weakens without your prompting, every turn. But let me check.

And ahhh, I am not looking forward to your evil planz :D

Okay, I was right, I am forwarding the information to our game host to corroborate.
Post edited March 08, 2014 by cmdr_flashheart
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cmdr_flashheart: Okay, I was right, I am forwarding the information to our game host to corroborate.
May I ask for a link to the guide? I thought the -0/-1 counter was an activated ability, not an automated one.
Still, SeduceMePlz is the final arbiter.
@cmdr_flashheart: Remember that instants and sorceries are one-shot effects. Fog prevents combat damage for a single turn (not a full round of turns). In general, you'd want to cast it during an opponent's turn when they are attacking you.

Since you are still learning the game, I am going to be a lenient gamemaster and return Fog to your hand and restore the counter to Wall of Roots that you used to cast it. ;)

Also, Wall of Roots has an activated abilty: You choose if and when to use it.
Post edited March 08, 2014 by SeduceMePlz
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cmdr_flashheart: Okay, I was right, I am forwarding the information to our game host to corroborate.
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JMich: May I ask for a link to the guide? I thought the -0/-1 counter was an activated ability, not an automated one.
Still, SeduceMePlz is the final arbiter.
I might be wrong, but I think activated abilities are indicated by the turn sign, and in the absence of the turn sign, you don't need to tap to activate.

The above is my reasoning based on the explicit statements from the guide I read: it says (paraphrased) that wor gives mana when it arrives, and you can use that mana in the same turn.

And man, do I have to link the guide? It's my secret intel :D
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SeduceMePlz: @cmdr_flashheart: Remember that instants and sorceries are one-shot effects. Fog prevents combat damage for a single turn (not a full round of turns). In general, you'd want to cast it during an opponent's turn when they are attacking you.

Since you are still learning the game, I am going to be a lenient gamemaster and return Fog to your hand and restore the counter to Wall of Roots that you used to cast it. ;)
Oh, that makes sense. I was wondering when we should use instants vs. sorcery. Can we edit our turn posts?

Thanks for the return!

edit: As for activation, can I activate it this turn since there's no turn signal? But I don't mind re-doing my turn if I have to.
Post edited March 08, 2014 by cmdr_flashheart
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cmdr_flashheart: I might be wrong, but I think activated abilities are indicated by the turn sign, and in the absence of the turn sign, you don't need to tap to activate.
Activated abilities are indicated by the : sign. It's Cost: Effect.
If an ability includes the Tap sign, that means the card has to be untapped to use it, and in the case of creatures they must not suffer from summoning sickness (aka either have haste, or you had control of them from the beginning of the turn).
A card like Greed for example, you can activate its ability as many times a turn as you want, assuming you can afford its cost. Wall of Roots on the other hand says that you can only use its ability once per turn, though nothing prevents you from using it on the turn you cast it.
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cmdr_flashheart: I might be wrong, but I think activated abilities are indicated by the turn sign, and in the absence of the turn sign, you don't need to tap to activate.
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JMich: Activated abilities are indicated by the : sign. It's Cost: Effect.
If an ability includes the Tap sign, that means the card has to be untapped to use it, and in the case of creatures they must not suffer from summoning sickness (aka either have haste, or you had control of them from the beginning of the turn).
A card like Greed for example, you can activate its ability as many times a turn as you want, assuming you can afford its cost. Wall of Roots on the other hand says that you can only use its ability once per turn, though nothing prevents you from using it on the turn you cast it.
Thanks for the clarification, I'll just edit my turn post to make these steps clearer. Sorry for the mess.

@ SMP: thanks for the clarification, also. I changed my post, let me know if there's a problem.
Post edited March 08, 2014 by cmdr_flashheart
@cmdr_flashheart:

instants = anytime

sorceries = only during your turn

Wall of Roots has an activated abilty: You choose if and when to use it.

Activated abilities only require tapping if they include the tap symbol in the cost.
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SeduceMePlz: sorceries = only during your turn
And out of combat, though not really sure if it will apply here. For example, to properly use , you have to cast it before you attack, so the opponent knows that he's in for pain. On the other hand, you can cast [url=http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370788]Giant Growth after blockers are declared, so your creature survives while the opponent's doesn't.