We Have To Go Deeper
Features
TheRedMage
16 November 2015
2783 views
16 November 2015
2783 views
Hello everybody, and welcome to the first ever episode of We Have to Go Deeper, where I talk your ear off about a bunch of narrow corner cases that you probably don’t care about. I will try to have some generic rules discussion for the people that want to learn more about how the game works, and then try to go off the deep end talking about a couple of card interactions that I find weird, interesting, fascinating or all of the above.
Shoutout to VampireArmy for helping me to come up with a name for the series and to all readers for indulging me. Here is how this is going to work: whenever I find a question in the Q&A section that puts me in a writing mood, I will use it as a jumping-off point to discuss the answer. At least for now, there is no schedule, I will just write whenever I find something that tickles my fancy.
And now, without further ado, let’s look at our Jumping-off Point
The Jumping-off Point
This question was asked by TowelGuy on Sunday 10/25. This is the relevant part:
Let's say I have a Cloudfin Raptor on the battlefield, then I cast my Young Wolf, which evolves the raptor making it an 1/2, then I cast my Pongify on the wolf and...What happens? The wolf dies and Undying triggers but does the ape enter the battlefield first, second or at the same time? Do I choose how they enter? Do they enter the battlefield at the same time and I chose how evolve triggers? Do I get a 2/3 raptor or a 3/4??
A number of people, including myself, tried to answer (with various degrees of success). This is the answer I gave the poster (or at least, the relevant part of the answer):
There is a difference between "triggering" and "being put on the stack". Triggered abilities trigger whenever their condition is met; however, they are not actually put on the stack until a player would get priority. If multiple triggers you control would go on the stack at the same time, you get to chose how to stack them.
When Pongify resolves, you do what it tells you to in the order it tells you to do that. So you destroy the Young Wolf, and Undying triggers. Then you put a 3/3 ape token into play, and Evolve triggers, Finally, Pongify finishes resolving and both the Undying and Evolve triggers are trying to go on the stack; as they are trying to go on the stack at the same time and you control both of them, you can stack them however you want.
In this case, the most convenient way is to put the Undying trigger on the stack second, so it will resolve first. In that case, when your 2/2 Young Wolf enters the battlefield, your Cloudfin Raptor is still a 1/2 and evolves into a 2/3. Then, the ape comes in, and evolves it again into a 3/4.
Look at that. Rules counseling AND strategy advice, all in one convenient package! To those of you out there that are looking to become Judges: you are awesome! And also, when people ask you questions at an event, don’t answer them like this! Giving strategic advice to players during a tournament is, as you probably know by now, a bad thing.
But enough about that. We already encounter something that I consider pretty cool, although it is a fairly basic interaction - the Undying ability on Young Wolf quite obviously triggers first. However that doesn’t mean that it goes on the stack first or that it resolves first. Rather you get to pick the order, and pick one of two possible outcomes: you can either do things in the order I suggested in the answer, resolving the undying trigger first; or, you can resolve the evolve trigger first, have the 3/3 Ape token make the Cloudfin Raptor into a 2/3, then resolve the Undying trigger. If you pick the second option, as Evolve is an “intervening If” trigger, the 2/2 Young Wolf won’t cause an Evolve trigger to put on the stack at all, and the Cloudfin Raptor will stay a 2/3.
I don’t know why you would ever choose that option. Maybe your opponent has a Crackdown or something.
A Moment of Inspiration
Theros limited was a good environment to teach people about the difference between triggering and going on the stack. The reason for that was all those creatures with Inspired, like Oreskos Sun Guide. Most of the time, those creatures would become untapped and thus trigger during your untap step. However, no players can get priority during the untap step, so the trigger would go on the stack during your upkeep. A whole step goes by before these things can resolve!
That also means that, if you control any card that triggers at the beginning of your upkeep (I usually use Thassa, God of the Sea as an example, which is fortunate as we don’t even have to move from Theros at all) you get to pick the order those triggers work. For example, if you had Thassa and an active Sphinx's Disciple, you can stack the triggers so that you can scry before you draw and control your draw. You are also probably winning that game unless your opponent finds an answer to your Sphinx's Disciple soon, since you are drawing two cards per turn, and all that card advantage means your Thassa is going to be a nice indestructible unblockable 5/5 in a couple turns.
There is no way to come up with a clever paragraph title including the word APNAP
APNAP means “Active Player, Non-Active Player”. It’s a shorthand to remember what happens if triggers controlled by different players are going on the stack at the same time: first, the active player (usually the player whose turn it is) puts all his triggers on the stack, choosing the order. Then, the opponent does the same. If this is a multiplayer game and multiple opponents control triggers that are trying to go on the stack at the same time, you go in turn order. This is the order triggers are going on the stack. That means the opponent’s triggers will resolve first.
Incidentally that means that if one of your opponents has Varchild's War-Riders and another has Mogis, God of Slaughter the riders might get you some (somewhat ironically named) Survivors in time for you to sacrifice them to Mogis, or they might not, depending where your opponents are sitting relative to you.
This situation is obviously completely hypothetical as nobody has ever played Varchild's War-Riders.
Sadly, in the previous scenario, if you control the token generator, you’ll never get the token in time. Mogis’s trigger will always resolve first, as my Aerie Worshippers discovered in a sad game of limited that I played some time ago. The sad part was, of course, that I was at 2 life, and couldn’t just pay to keep my Aerie Worshippers around for one more turn (hint: I lost that game).
On a completely unrelated matter, the Survivor tokens made by Varchild's War-Riders are the only creatures with the creature type Surivor out there. You’d imagine that, if Moriok Rigger got to retroactively become a Rigger when Steamflogger Boss was printed, Riptide Survivor and his friends (Auriok Survivors, Village Survivors and Survivor of the Unseen) would get to be Survivors. As it turns out, they don’t.
Draw’s Undoing
Day's Undoing might not be the best card in Origins but, from an interaction standpoint, it’s probably the coolest. The reason is a sequence of three magical words that had only appeared on two other cards before: “end the turn”.
If you read the comprehensive rules, there are a few rules that just start by saying “One Card does such and such”. I always liked those rules - it’s kind of the rules manager’s way of saying “By the way, this card does something so outlandish we had to make a rule just for it”. Nine cards have the dubious honor of being the only card that does what they do (if you are curious: Power Play, Karn Liberated, Drain Power, Volrath's Shapeshifter, City in a Bottle, Golgothian Sylex, Apocalypse Chime, Word of Command and Shaharazade (Chulandfall)).
I would argue that the effects that are done by a handful of cards are more interesting. These are general and reasonable enough that Wizards was willing to print other cards doing something similar, but still outlandish enough that they have only done it a handful of times. There is no rule that starts with “Two Cards…” anymore, but there is still one that goes like this:
713.1. Three cards (Time Stop, Sundial of the Infinite, and Day's Undoing) end the turn
Day's Undoing, however, has the unique distinction of being the only card that doesn’t just end the turn. You do some stuff, and then you end the turn. And, when you do some stuff, chances are something can trigger.
What does “end the turn” mean exactly? Basically
- you exile the stack (including the spell or ability that is ending the turn)
- you check state-based actions
- you go directly to the cleanup step
Now, the cleanup step is kinda weird. It’s there so that the rules can do some garbage collecting at the end of the turn without players interfering, so, players don’t get priority during the cleanup step... Except when they do. Basically the last thing you do in your cleanup step is see if anything triggered since the last time you checked. If something did (cards with Madness are usually pretty good at this) then it goes on the stack, and you resolve the stack normally. Then, if any player had priority during the cleanup step, there is another cleanup step.
At this point I was going to write that you can go infinite with Basking Rootwalla
+
Nettle Sentinel
+
Retraction Helix
if you have enough cards in hand and Impact Tremors or some other way of profiting from a creature entering the battlefield over and over. Then I realized this doesn’t work since the “until end of turn” effect on Retraction Helix will end when you start the second cleanup step. That made me kinda sad.
Wait, I think I cracked it. You can get infinite cleanups with Basking Rootwalla + Basking Rootwalla + Cloudstone Curio or Basking Rootwalla + Intruder Alarm + Tradewind Rider if you control any other creature. Glad we got there, that was going to bug me all week.
Prior to Magic Origins, the rules just said that, when cleanup rolled by, if something had triggered and was waiting to go on the stack, it would just go on the stack during cleanup, no matter when it triggered. But with Day's Undoing, they found that this caused some non-intuitive interaction with some cards (including one from the very same set, Sphinx's Tutelage).
Day's Undoing was single-handedly responsible for a change in how the rules hande ending the turn, which I think is pretty cool. Without further ado, I present you with the “Day's Undoing rule”:
713.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 713.2).
I am going to now attempt a very dangerous maneuver: attempt to explain what a card would have done prior to the rules update that accompanied the set it was in. This is usually a quest of futility, as straightening up those interactions is kind of the point of these updates.
What I am trying to say is, kids, don’t try this at home, but here we go.
Before the Origin
Yawgatog has a pretty awesome collection of resources for judges. Among other things, it has a completely hyperlinked version of the comprehensive rules, and also a rule-by-rule, set-by-set changelog, which is what we are interested in here. According to the pre-origins rules, that didn’t include 713.1a what would have happened is:
- Player casts Day's Undoing. Assuming no responses, it begins resolving.
- Hands and graveyards are shuffled in libraries. If Cosi's Trickster is around, he triggers.
- Players draw seven cards. Cards that trigger on cards being drawn trigger (Nekusar, the Mindrazer, Sphinx's Tutelage, Chasm Skulker, Consecrated Sphinx, you name it).
- The end of turn procedure begins.
- Day's Undoing exiles itself.
- State-based actions are checked.
- The Cleanup Step begins. Damage marked on creatures is removed and, simultaneously, “Until end of turn” effects end. Players discard to hand size, and all the rest of the fun cleanup stuff happens.
- The game checks State-based actions again. As state-based actions were just checked and nobody got priority since then, it’s unlikely they do anything, but it still happens, as this is a normal cleanup step.
- The game checks to see if anything is waiting to be triggered, sees all those sweet Consecrated Sphinx (or whatever) triggers, and puts seven identical instances of the same Consecrated Sphinx trigger on the stack. The stack resolves normally, and players get a chance to respond to the triggers as usual.
- Since players were given priority during cleanup, a new cleanup step begins. Assuming state-based actions do nothing and no new triggers are waiting to go on the stack, no player gets priority this time.
- The turn finally ends.
Under the new rules, however, there is a new step between steps (4) and (5) in which all the triggers cease existing. That means that in almost all circumstances, the cleanup step from step (7) will be a normal cleanup step in which no player is given priority, and the turn will end immediately afterwards.
We Have to Go (Deeper)
And that’s it for this first article. I ended up writing a lot more than I thought! I did have a fairly deep topic I guess.
If you liked this article or have comments or feedback, you can write it in the comments below, or tweet @TheR3dMage. I tend to read most of the questions from the Q&A, but if you think I missed an interesting one, you can suggest it in the comments below. If this becomes popular, I might set up an email account for the articles later on.
Next time, we are going even deeper. I’ll see you then!
canterlotguardian says... #2
Thoroughly loving this. I love odd rules interactions, especially as someone studying for their L1 Judge test. Props to ya from me.
November 16, 2015 5:26 p.m.
Femme_Fatale says... #3
You should do interactions of Trinisphere and Starfield of Nyx.
November 16, 2015 7:40 p.m.
lemmingllama says... #4
I do have to say, I really enjoyed this article. Looking forward to seeing more of these!
Also I hope to see some March of the Machines or Opalescence type of interactions in the future. I always love hearing about how layers work. Something like your commander + Song of the Dryads + Liquimetal Coating + Bludgeon Brawl and equipping your commander onto another creature, then trying to deal commander damage. Or even better, Enchanted Evening and Opalescence to go full circle crazy.
November 16, 2015 7:52 p.m.
TheRedMage says... #5
There are a couple of formatting SNAFUs in this article that are a product of the fact that Google Docs is dumb and I am dumber for letting it do its dumb things. For those, I apologize, and I'll try to make sure that next article has at least the formatting it needs, if not the one it deserves.
@ lemmingllama: Thanks for the suggestion! I have something cool in mind that involves March of the Machines although probably not what you expect.
Opalescence is another one of those cards that has complicated interaction with everything (it's not at the Humility level, but it's still not great) and a lot of people that know their stuff better than me have written a lot of content on its interaction with a lot of cards. Gatherer even has the "multiple Opalescences + multiple Humilitys" interaction explained explicitly, in what is one of the longest rulings in the whole website, presumably in an effort to finally make people stop asking.
If (when?) I write an article that involves layers, I suspect Opalescence might come up. But if I can make something dumb out of cards that don't have as much of a... Checkered past, so to speak, I am likely to try that first.
@ Femme_Fatale: Ah, yes, good old Trinisphere, a card that shares with today's star Day's Undoing the honor of being entirely responsible for the existence of a rule. I cannot imagine that that's not gonna come up at some point.
November 16, 2015 8:34 p.m. Edited.
FAMOUSWATERMELON says... #7
Niiiiice :) Not really a fan of how complicated rules mess up logical interactions, but this was very interesting.
November 16, 2015 9:27 p.m.
Femme_Fatale says... #8
I always forget the name of Opalesence ...
And you should definitely do articles on layers and timestamps. As those are definitely something that most players do not know. I know that Blood Moon can do some things in regards to timestamps, but there must be plenty more.
November 16, 2015 9:30 p.m.
Instigator says... #9
Wow, this was really cool, I would like to see more of these. Like other people said, it would be interesting to see some rulings about Opalescence, Humility and other "lose all abilities" cards like Turn to Frog.
November 16, 2015 10:41 p.m.
Havok.Bane says... #10
This was a sweet read! I look forward to the next one!
November 16, 2015 11:32 p.m.
TheRedMage says... #11
@ Instigator: Ah, yes, losing all abilities. Opalescence and Humility. Blood Moon and Urborg, Tomb of Yawgmoth. Yixlid Jailer and Tarmogoyf.
I am, to be perfectly honest, a little hesitant to focus on cards that remove abilities from other cards. It's a known thing they can have complicated interaction with many different types of effects... But my goal with this article series is more to talk about unusual rules interactions rather than difficult ones. Yes, there is a substantial overlap between these two categories, but the oddness is the driving factor, not the difficulty.
We'll see, I guess. Usually, while it may take twenty minutes and a pie chart to explain why this or that interaction works the way it does, the outcome is generally not that exciting. However, if I find some way of making something absolutely ridiculous happen by taking away somebody's abilities, I will definitely write about those cards.
November 16, 2015 11:55 p.m. Edited.
I really enjoyed this article.
You could write about the interaction between Turn Against or Word of Seizing with Bane of Bala Ged or something else.
Since they're instants taking control they can make the game confusing for some players.
November 17, 2015 3:45 a.m.
JakeHarlow says... #13
Loved the article! Very cerebral and engaging. Bravo!
November 17, 2015 5:03 a.m.
RussischerZar says... #14
As a judge and rules enthusiast, all I can say: very, very nice article, well done and researched!
November 17, 2015 5:39 a.m.
OrgasmAndTea says... #15
Great article, thanks!
For bonus points, everybody start dreaming up what mischief you can get up to by giving your Day's Undoing flash. Best answer gets cake.
November 17, 2015 10:39 a.m.
TheRedMage says... #16
@ OrgasmAndTea: I haven't found anything particularly idiotic that can be achieved by Quickening a Day's Undoing - I guess you could use it as the world's weirdest counterspell, but only on your turn. If you think we can make something truly absurd happen though, you should absolutely let me know.
November 17, 2015 11:55 a.m.
umlweatherman says... #17
My favorite APNAP experience was when I was playing in a FNM with Mimic Vat against a black/red deck also with Mimic Vat. Their whole purpose was to kill creatures and use them against you. I was playing a Venser, the Sojourner deck making use of ETB effects.
Needless to say, they attacked into my summoning sick Sun Titan with a 3/3 creature and bolted it to kill it off thinking they would be able to get the Sun Titan on their Mimic Vat. They quickly scooped after the judge explained that my trigger resolved first.
November 17, 2015 12:44 p.m.
Rhadamanthus says... #18
Very good start, I look forward to future installments.
November 17, 2015 2:32 p.m.
Gidgetimer says... #19
Your example in the APNAP paragraph is confusing me. Cumulative Upkeep only triggers on the permanent's controller's upkeep. So how are you expecting Varchild's War-Riders to give tokens on anyone else's upkeep?
November 17, 2015 5:47 p.m.
There is a match that you can reference for the APNAP example. Forgot who they were, but both had a Huntmaster of the Fells Flip on the board. No spells were played and both huntmasters triggered and the APNAP was explained in detail.
November 17, 2015 6:45 p.m.
TheRedMage says... #21
@ Gidgetimer: Wow, yeah, you are right. For the longest time that part of the article was about the interaction of a Bitterblossom-type token generator and Mogis, God of Slaughter, but then I tried to go for style points by generalizing to a multiplayer game. Looking back at it now, no card exists that gives an opponent tokens during their upkeep. I am sorry for any confusion this might have caused, I will be more careful in the future.
@ LiveForChaos: yeah, that's pretty interesting. You can do some pretty fun stuff by giving types and subtypes to stuff.
November 17, 2015 7:07 p.m.
FordPrefect says... #22
Very thorough and very clever- I rather enjoyed reading the over-specific rules, and hope they are eventually applicable sometime!In the meantime, I'll stick to my favorites: instant-speed infinite-damage combos. That's why Arcbond is my favorite card in Standard right now.
November 17, 2015 8:56 p.m.
andymaul123 says... #23
Awesome article TheRedMage! Looking forward to more.
November 17, 2015 11:45 p.m.
I'd love to see an article touch on the interaction between Banishing Light and commanders, or It That Betrays and commanders or Leyline of the Void...basically, how an ability, depending on how vaguely it's worded, can work surprisingly well even when replacement effects put a card in a place the ability wasn't expecting the card to be.
People always think I'm making it up when I try to explain that, yes, even though I put my commander in the command zone, it still comes back if I destroy your Banishing Light, and yes, I know O-Ring doesn't work that way.
November 18, 2015 12:24 a.m.
TheRedMage says... #25
@ ajmiam: There is definitely an article out there about replacement effects. I'll write it at some point.
To be perfectly honest I have played like one game of commander my whole life, so those particular replacement effects are not terribly close to my sensibility, but I might end up discussing them when a replacement effects or a zone changes article pops out.
On a separate note, I finally finished put together my Narset, Enlightened Master EDH deck, so the amount of commander decks I will be playing is probably going to rise in the near future.
November 18, 2015 12:49 a.m.
DiamondFlavor says... #26
ajmiam do you have a source for the Banishing Light and commanders interaction, because I'm a little skeptical.
November 18, 2015 11:26 a.m.
TheBanlist says... #27
This is the greatest! I knew there was a use for Basking Rootwalla
November 18, 2015 1:06 p.m.
TheRedMage says... #28
@ DiamondFlavor: it's possible I lost all my credibility in that Varchild's War-Riders fiasco, but ajmiam is correct.
Basically Banishing Light attempts exiling the object it targets and then "tags" that object after its zone change so it can be returned when the enchantment is dealt with, wherever that object went. The commander never goes to exile, it goes straight to the command zone, and barring otger zone changes Banishing Light can find it there.
The second triggered ability on Oblivion Ring explicitly mentions returning the "exiled card" so it can only look in the exile zone to find the right permanent.
November 18, 2015 1:33 p.m.
DiamondFlavor says... #29
@TheRedMage @ajmiam I can see it, because "Command Zoning" is just a replacement and Banishing Light's ability still resolves normally despite the card not actually going to exile. I just think it's strange that the "tag" so-to-speak follows it through the replacement effect.
It's good to know the rules but it really feels counter-intuitive. Thank you for the clarification!
November 18, 2015 3:11 p.m.
griffstick says... #31
My friend can't seem to understand the interaction with Yasova Dragonclaw and Will breaker . And I know the interaction works but I can't explain it to him in a way that he understands. I told him with this interaction I don't have to pay the cost to target because its targeted before I pay the cost. And he just keeps saying read the card.
November 20, 2015 5:10 a.m.
It's the same logic as for Throwing Knife I suppose.
You choose your target when the ability goes on the stack, but only decide if you want to pay the cost or not when it resolves. This means that once you have targeted a creature with Yasova Dragonclaw, Willbreaker will trigger.
Since Willbreaker's ability is last on the stack it will resolve first and you will gain control of that creature without paying the cost of Yasova's ability.
November 20, 2015 5:36 a.m.
griffstick says... #33
Ill play devils advicate here.
Your gonna have to go deeper, cause I'm reading Yasova Dragonclaw, and it says. "At the beginning of combat on your turn, you may pay . If you do, gain control of target creature an opponent controls with power less than Yasova Dragonclaw's power until end of turn, untap that creature, and it gains haste until end of turn." It reads that you don't target the creature until you pay the cost
November 20, 2015 9:32 a.m.
MrAptronym says... #35
I love crazy corner cases!
I'd love to see an article on my personal favorite rules-monster: Panglacial Wurm. I am no judge, so maybe there are better interactions, but how about tapping a Centaur Garden to pay for the Wurm while at 1 life with a Lich's Mirror on the field?
Volrath's Shapeshifter and flip or double faced cards is fun too. If you find rapidly shifting memory intensive game states to be fun.
A March of the Machines, a Neurok Transmuter and an artifact gets you a typeless permanent. A tribal equipment will net you a permanent with only tribal as a type. That is a thing.
November 20, 2015 10:33 a.m.
This is beautiful. I cannot wait for more of these.
November 20, 2015 4:27 p.m.
Well written article. I just have to direct your attention to one thing;
Varchild's Flash (Ultra budget Legacy)
Legacy
SCORE: 4 | 0 COMMENTS | 217 VIEWS
I guess I'm the only who plays Varchild's War-Riders lol.
November 22, 2015 11:49 p.m.
It's an honor to be the maker of starting question of this great article, I can not wait for the next.
ChiefBell says... #1
TheRedMage
November 16, 2015 5:08 p.m.