Magic The Gathering Combo decree of silence counters spells, power conduit will remove those counters, rule of law allows players to only play 1 spell per turn, lethal vapors kills creatures-- ur opponent is in lockdown Rule of Law Combos
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Per Mark Rosewater's tumblr, if you have Rules Lawyer in play, enabling an Augment to remain on the battlefield without state-based actions sending it to the graveyard for lack of a host, then the Augment is a 0/0 creature. Again, you'll want to talk to your group about using silver-bordered cards and how they'll work with your desired combo.
Usually, the first rule the Rules Lawyer conveniently "forgets" while making their arguments is Rule Zero: that the GM/owner of the site/boss is always right. Squashing them with this early is the best bet; attempting to argue about rules with them only encourages their behavior.
· The combo works like this: You play Deceiver Exarch. You play Splinter Twin on (a not-summoning sick) Deceiver Exarch. Deceiver Exarch gains the ability to tap to reproduce itself; each token reproduction has Deceiver Exarch 's ability to untap a permanent you control. Might I suggest the Splinter Twin -wearing Deceiver Exarch?
· With the release of Magic 2010, the layers system has been greatly simplified to allow for better player (and judge) understanding. We have two primary changes. First, the layer formerly known as layer 5 (all other effects), got split into 2 separate layers (the old layer 6 became 7). Layer 5 is now color changes and 6 is adding/losing abilities.
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness.
1/19/2018 You can control as many legendary permanents (including planeswalkers) with the same name as you want. It’s like your own personal Mirror Gallery! (704.5j)
The ultimate Rules Lawyer is Brian Van Hoose of Knights of the Dinner Table, who is constantly digging up obscure rules to frustrate B.A. 's best-laid plans.
Usually, the first rule the Rules Lawyer conveniently "forgets" while making their arguments is Rule Zero: that the GM/owner of the site/boss is always right. Squashing them with this early is the best bet; attempting to argue about rules with them only encourages their behavior. If invoked, they might dare to argue that Rule Zero is an unwritten rule, despite it being a foundation principle. It won't work with some rule systems, which do have a form of Rule Zero codified.
One rule that seems to be about stopping Rules Lawyering (and doesn't come up in the story): If you misspell someone's name they don't die, and if you do so by accident four times in a Death Note, they can no longer be killed by that Death Note. But if you misspell their name deliberately four times, then you die.
In season 2 he just outright cheats. Or at least this is how he sees it. He starts commanding people to follow all of his orders. Basically wishing for unlimited wishes .
It's Always Sunny in Philadelphia: In the episode "Chardee Macdennis", Frank becomes a Rules Lawyer for the episode's eponymous game after being trapped in a dog kennel with the rule book. He later uses it to catch Dennis and Dee cheating, giving Mac and Charlie their best-ever chance of winning the game.
The difference between the three is largely down to attitude and how they use that knowledge . In brief, Obnoxious Rules Lawyers manipulate the rules to give themselves advantages, Dumb Rules Lawyers will always insist on following the rules even when it's clear it won't work, while Helpful Rules Lawyers play by the rules even if that puts them at a disadvantage, and will even try to use their knowledge to help out someone else.
The Obnoxious Rules Lawyer, which is also called a "Rule Shark", is particularly annoying because they believe that because they can find a rule about something, the people in charge must allow them to do it, even if it doesn't make sense, or would screw with what's going on.
Two-card combinations can be relatively simple to understand and execute (like Deceiver Exarch + Splinter Twin or Vampire Hexmage + Dark Depths) or difficult and convoluted.
Why do we not want to make synergy into a combo? Because a 3/2 creature with a transactional activated ability is a far cry from winning the game outright.
The two-card combo in this deck is Flash + Protean Hulk.
Remember our Hallowed Fountain example a moment ago? Well, you can add all sorts of "virtual" Hallowed Fountain s via Zendikar -block cards like Arid Mesa and Scalding Tarn (aka " fetch lands "), which increases the frequency of a combo coming up.
Some of the most successful ones kill in a single stroke. Illusions of Grandeur + Donate will cost the opponent 20 life while gaining 20 life for you. Draco + Erratic Explosion "only" does 16, but the last 4 aren't usually too hard to come by.
The word "combo" (short for "combination") gets thrown around a lot in Magic. In some circles, anything that seems to work well with anything else is a mondo combo. For our purposes, though, a combination—here, specifically, a two-card combination—is a set of cards that, when played together, either wins or de facto wins the game discretely. Per the title, this article is going to focus on sets of two cards (instead of three cards, or large chains of cards) that do essentially the same thing.
The reason you don't want to make synergies into combos is that the whole point of playing synergistic cards is that they are quite good together. And if you aren't getting them together you might be getting sub-performing cards most of the time. Unless...
While judging (or playing) we don't always have the Comprehensive Rules at arms reach. Because of this it very important to have the 7 layers, 5 sub layers, and their order memorized. You could commit this to memory or find a mnemonic, acronym, or some other helpful way to remember it. I personally use the mnemonic C.C.T.T.-CAP.
They are often a bane to both players and beginning judges, but why do we have them? What do they do? Magic is a very complex game, with literally thousands of cards that have continuous effects.
If multiple continuous effects apply in the same layer, first apply CDAs and then apply each continuous effect in timestamp order. This order may be interrupted by dependencies.
The layer system may seem difficult, but once you memorize the order and a few important rules, it will become far less daunting than you may have previously thought. We will first review what the layers are, give some example cards for each layer, go over some additional layer rules, quickly review the M10 changes for layers, move into some memorization techniques, and lastly work through some example problems.
Many of the interactions were either fact checked or directly taken from Gavin Duggan on MTGRULES -L.
Conspiracy is dependent on Opalescence. Both apply in layer 4.
Commander is a multiplayer format where most games have somewhere between four to six players. You can have duels with only two players, and you can have unending matches with more than seven or eight players. If you go with Wizards’ official rulings then you have a limit of six players per table, which is pretty reasonable.
Commander isn’t played in matches. The average Commander game takes anywhere between one to three hours. Anything below one hour can be considered a short match.
Commander decks have a total of 100 cards. One of them is your commander, a legendary creature or planeswalker that stays in the command zone and determines your deck’s strategy and color identify. The other 99 are what constitute your actual deck.
Commander is a format with quite a few restrictions when building your deck. I’ve already mentioned a few but I’ll go through them again here.
Color identity refers to all the colors present on your commander’s card. This includes casting costs, abilities, mana-generating abilities, and any other mana symbol you might find on a card. It’s worth noting that a card’s color and its color identity aren’t necessarily the same.
No, not any card can be your commander. The first thing to keep in mind is that your commander must be a legendary creature. The only instance where this rule bends is in the case of certain planeswalkers that can be your commander, like Ob Nixilis of the Black Oath. Cards other than legendary creatures can’t be your commander.
I’ve mentioned that a Commander deck consists of 99 cards and a commander (or two) that gets its own special zone. This is the command zone. Your commander begins the game in this zone and you can cast it from here as if it was in your hand.