Magic by Any Means

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    In addition to the Magic: The Gathering rules. Anadditional set of rules know as TournamentRules apply.

    Tournament Shortcuts : If you are not following a tournameshortcut you must make that clear to whomever you are playing,otherwise your opponent may call for a judge.

    You may request that the other player not use any shortcut.

    Sideboard : Your first game in a match must be played withoutcards from your sideboard in your main deck. You can only switchcards after the first game in a match has been played. After eachmatch you must return your deck back to t he main deck cards,removing any sideboard cards.

    Out-of-Order Sequencing : You are can play actions in blocWhile technically it is an incorrect order.

    Standard Format Deck Construction : The following cardare permitted in Standard tournaments:

    - Return to Ravnica

    - Gatecrash

    - Dragons Maze

    - Magic 2014

    - Theros

    - Born o the Gods

    - Journey Into Nyx (effective May 2, 2014

    ** Currently no cards banned in Standard tournaments. **

    See the Special Interest link above to downloada PDF version of the Tournament Rules.

    Rules:

    S P E C I A L P O I N T S O F I N T E R E S T :

    Please download the Comprehensive and TournamentRules from http://www.wizards.com/Magic/Magazine/Article.aspx?x=magic/rules

    Some strategy reading: http://www.manaleak.com/mtguk/2013/07/5-point-plan-how-to-sharpen-up-your-play-in-mtg-with-dave-shedden/

    MTG Rules change explained: http://www.wizards.com/

    magic/magazine/article.aspx?x=mtg/daily/feature/42a

    Volume Issuearch

    Magic by any Means.

    he Pack Rat mechanic is very cool, pay 3 manadiscard a card you get a another rat which in-

    reases all other Pack Rats power/def by +1.

    Rules for copy are found in 706. 706.2 states:

    When copying an object, the copy acquires theopiable values of the original object's charac-eristics and, for an object on the stack, choices

    made when casting or activating it (mode, targets,he value of X, whether it was kicked, how it willffect multiple targets, and so on). The "copiablealues" are the values derived from t he textrinted on the object (that text being name,

    mana cost , color indicator, card type, subtype,upertype, rules text, power, toughness, and/oroyalty), as modified by other copy effects, by "as .. enters the battlefield" and "as . . . is turned face

    up" abilities that set characteristics, and by abilitiesthat caused the object to be face down. Other effects(including type-changing and text-changing effects),status, and counters are not copied.

    How this becomes important is anytime you activatethe Pack Rat ability.

    This becomes important to things like devotion, the

    Pack Rat copies count as 1 devotion to black.

    If the Pack Rat initiation the copy has +1 counter andis hasted before it is copied, when the copy of thepack rat resolves it will not have the counter or thehaste. It will have the ability to create another one.

    Other cards that are similar abilities as Pack Rat :

    Elspeth, Suns Champion - Anitem to note is since the rule is copi-able values. Elspeth s Soldier to-kens wont have a mana cost orcount towards devotion.

    Clone - clone is not targeted ability,so it can copy an untargetable crea-ture card or a creature with Protec-tion.

    Fade to black...

    Pack Rat Card

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    Magic: The Gathering - Anatomy of a turn- Rule 500

    Calculating Mana Base... Therefore, instead of playing 18 Forestand 6 Mountains (keeping the 3 to 1 ra-tio)

    It would be advisable to run 16 Forests

    and 8 Mountains (a 2 to 1 ratio), thuserring towards the middle andplaying slightly more of theunderrepresented color, tohelp ensure you draw that 1red mana card you need earlyin order to cast your 2 and 3damage red mana spells earlywhen it counts the most to

    keep your opponents creatures offthe board or get an early lead on the

    player damage counter.

    Al l your base are belong to us -CATS from Zero Wing

    e land composition of any deck is referred tots mana base. One of the difficult items is

    uring you have enough mana that your deckmore consistent and allows you to play cards.

    First add up all of the colored mana symbolsin the top right hand corner of all your cards.This will help you determine the proportionof lands for each color that you will need torun.

    Next, figure out if theres anything specialabout your mana costs that you should beaware of. This includes cards that have dou-ble symbols to cast them, or any creatures

    that may have colored activated abilities intheir text box.

    C) Divide your colored lands equally to the pro-portion of mana symbols in your

    deck, err towards the middlewhen one color is heavy andthe other is light..

    EXAMPLE:

    Red/Green deck 24 creatures, 12 spells, 24land

    If you have 38 green and 12 red manasymbols, for approximately a 3 to 1ratio. You will want to cast damagespells early to remove opponents creatures ordamage player (Shock, Lightning Strike, Magma

    Jet, etc). In order to do this you will need to haveone red mana on the board.

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    The Stack is where its atThe stack is where spells and abilities reside whilethey wait to see if they resolve. Spells/abilities go ontop of the stack in the order they were cast or acti-vated.

    When the spells are resolved with the last spell orability played resolving first. This rule is known asLast In, First Out or LIFO.

    The newest card goes on top of the stack. The ac-tive player has priority he/she plays a spell or ability.This becomes the first card on the stack (or the lastcard that will be resolved).

    The player with priority has the option of castingadditional spells or abilities that go on top of thestack. Once the active player with priority passespriority to the other player that player has an oppor-tunity to place spells or abilities on the stack.

    This player can cast or play as many abilities as theywish. The player with priority passes priority to theactive player who can cast spells or abilities. Thiscontinues until both players pass in a row.

    Once both players have passed priority without play-ing any more spells or abilities the stack is ready tobe resolved.

    After each spell or ability resolves, the active playergets priority again and can cast spells or activateabilities to add back onto the stack.

    The last card played will be on top of the stack it will

    resolve first, then the card played second to last willbe resolved, etc. This will continue until the firstspell/ability that was played will be resolved last.

    Three major things do not use the stack:

    1. Mana Abilities - do not use the stack, so assoon as you use the ability (like tapping a land),you get the mana. There is no opportunity for anopponent to respond to this by tapping your landor destroying it. You just get the mana and theyget to sit there and be polite until you decidewhat to do with it.

    2. Static Abilities - constant effects do notuse the stack. For example Elspethemblem Creatures you control get +2/

    +2 and have flying. So if you casta creature a Tidebinder Mage (2/2creature), it will become a 4/4creature as soon as it comes intoplay, which doesn't leave a chancefor Shock to knock it out.

    3. Playing Land - playing land does not use thestack. Land cards are not spells, so you just getto put them into play.

    does not stack means no chance to respond .

    STACK EXAMPLE:

    Rizzen is the active player. He has 1/1 Saprolingtoken creature on the field.

    1 - Rizzen plays Giant Growth (+3/+3 EOT) on his1/1 Saproling. This is the 1st card on the stack.

    Rizzen passes priority to Tristan

    2 - Tristan cast Lightning Strike targeting Saproling.This is the 2nd card on the stack.

    Tristan passes priority to Rizzen

    3 - Rizzen cast Gods Willing stating protection fromRed. This is the 3rd card on the stack.

    Rizzen passes priority to Tristan

    4 - Tristan cast Negate targeting Gods Willing. This isthe 4th card on the stack.

    Tristan passes priority to Rizzen

    Rizzen passes priority to Tristan

    Tristan passes priority to Rizzen

    Resolution of the Stack begins:

    The last card on the stack is Tristans Negate spell.

    4 - The Negate spell counters Rizzens Gods Willingspell.

    Negate is placed into Tristans Graveyard.

    3 - Rizzens Gods Willing spell is the 3rd card. SinceGods Willing was countered by Tristans Negate spellits as if Gods Willing was never cast.

    Gods Willing is removed and placed into RizzensGraveyard.

    The next card on the stack is Tristans LightningStrike. Rizzen is active player he has no response toLightning strike, passes priority to Tristan has noresponse. Lightning Strike will be resolved.

    2 - The second card played is Tristans LightningStrike on Saproling, which does 3 damage to theSaproling which has 1. The Saproling is killed.

    Rizzen removes the Saproling creature from theboard (it does not go into his Graveyard as it is atoken creature).

    Tristan removes the Lightning Strike spell card andplaces it into his Graveyard.

    The first card played is Rizzens Giant Growth. Riz-zen has no response passes to Tristan who has noresponse. Giant Growth will be resolved.

    1 - Rizzens Giant Growth card, no longer has a validtarget it fizzles out.

    Rizzen removes the Giant Growth card and places it

    into his Graveyard.

    4

    3

    2

    1Tristanresponto GiaGrowt

    RizzenpumpSaporl

    Tristanresponto GodWillin

    Rizzenresponto Lighning S

    After tstackresolvtheSaproldies anisremovfrom p

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    Multiple Blockers clarified? - Rule 509After the active player declares attackershe defending player declares blockers.

    The defending player chooses which crea-ures will block which specific attacking

    creature.

    The defending player can have more thanone creature block the same attackingcreature.

    The attacking player assigns the order ofblockers (when more than one).

    Ordering blockers shows which is the firstn line for that attackers damage, which is

    second and so on. This is all part of thedeclare blockers action. Once done play-ers can cast instants and activate abilities.

    The first thing that happens during the com-bat damage step is that combat damage isassigned. If an attacker is blocked by multi-ple creatures, the attacking player can di-vide its combat damage among them. Theplayer starts by assigning damage to thefirst blocking creature in line. If that crea-ure is assigned lethal damage, further

    damage may be assigned to that creatureand/or the next one in line. If lethal damages assigned to the second one, the attack-ng player can move on to the third, and so

    on.

    Lethal damage is the amount of damagenecessary for a creature to be destroyed,gnoring all abilities and damage prevention

    effects. In other words, its that creaturesoughness minus any damage thats al-

    ready been dealt to it or that is simultane-ously being assigned to it. It doesnt matterwhether that creature has protection, isndestructible, will prevent the next 8 dam-

    age that would be dealt to it, etc.

    Even though you announce your damageassignments sequentially, the assignmentprocess is treated as though its simultane-ous.

    If you want to activate regeneration abili-ies, cast damage prevention spells, pump

    your creatures toughness, or do any otherkinds of combat tricks, you need to do soduring the declare blockers step or declareattackers step. At that time, combat is de-erministic enough to give you a good idea

    of whats coming. Youll be able to tellwether you need to regenerate yourblocker , for example.

    The declare blockers step is also the time youneed to determine whether you want to un-summon a creature, sacrifice a creature orpump up a creature. The spells and abilitiesgo onto the stack to see if they are resolved.

    Only creatures that are still on the battlefield

    and still in combat get to deal combat dam-age. A creature can no longer start to swingits punch, vanish from the battlefield, andthen have that punch land.

    If a creature has the ability to block multipleattackers, and does so, it uses the same or-der-and assign system for dividing its damageamong those attackers. In this case, the de-fending player orders the attacking creatures.

    If multiple creatures are blocking an attackerand one of them leaves combat, the relativeorder of the other creatures doesnt change.

    If one or more creatures is blocking an at-tacker and a new creature enters the battle-field blocking that attacker, the attackingplayer inserts the new creature into the exist-ing order wherever he wants. It can be first,last or somewhere in between. The relativeorder of the other creatures doesnt change.

    Deathtouch allows a creature ignore the lethaldamage assignment rules and split its dam-age among any number of creatures its incombat with however its controller wants to.

    A 2/2 creature with Deathtouch that has twoblockers one a 3/3 the other a 2/1. The 2/2deathtouch attacking creature can split theattack and give 1 lethal point of damage toboth blockers. This would end up killing the2/2 creature with deathtouch and kill bothblocking creatures as damage is dealt.

    Creatures dealt damage by a source withdeathtouch will be destroyed as a state-basedeffect at the same time lethal damage wouldkill them.