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Guest
Guest
Archived from groups: rec.games.trading-cards.magic.rules (More info?)
Hi,
Leave-play-abilities have to look back in time to see whether they
triggered. But how far do they look back in time?
Let me give an example:
In play are a Disciple of the Vault and a Myr Enforcer.
Then I play a Solar Tide with entwine.
The DotV doesn't see the ME go to the graveyard since the effect
destroying the DotV happened first, right?
Disciple of the Vault
{B}
Creature -- Human Cleric
1/1
Whenever an artifact is put into a graveyard from play, you may have
target opponent lose 1 life.
Myr Enforcer
{7}
Artifact Creature -- Myr
4/4
Affinity for artifacts (This spell costs {1} less to play for each
artifact you control.)
Solar Tide
{4}{W}{W}
Sorcery
Choose one --- Destroy all creatures with power 2 or less; or destroy
all creatures with power 3 or greater.
Entwine---Sacrifice two lands. (Choose both if you pay the entwine
cost.)
--
David
Hi,
Leave-play-abilities have to look back in time to see whether they
triggered. But how far do they look back in time?
Let me give an example:
In play are a Disciple of the Vault and a Myr Enforcer.
Then I play a Solar Tide with entwine.
The DotV doesn't see the ME go to the graveyard since the effect
destroying the DotV happened first, right?
Disciple of the Vault
{B}
Creature -- Human Cleric
1/1
Whenever an artifact is put into a graveyard from play, you may have
target opponent lose 1 life.
Myr Enforcer
{7}
Artifact Creature -- Myr
4/4
Affinity for artifacts (This spell costs {1} less to play for each
artifact you control.)
Solar Tide
{4}{W}{W}
Sorcery
Choose one --- Destroy all creatures with power 2 or less; or destroy
all creatures with power 3 or greater.
Entwine---Sacrifice two lands. (Choose both if you pay the entwine
cost.)
--
David