-
Oh. Look at your words ... Newcomers, welcome.
First of all, when a card is played, it's called casting. The specific card is what card is cast.,For example,Cast a spell.,Cast an instant.,It can also be called using xx spells.,For example, using artifact spells.,Use enchantment spells.。。 It's not called mana summoning (casting) monsters (creatures), or using creature spells.
The effects of the Soul Cave are:
When entering the battlefield in the Soul Cave, choose a creature type.
t}: Add to your mana pool.
t}: Add a mana of any color to your mana pool. This mana can only be used to cast creature spells of that type, and the spell can't be countered.
You see, when you enter this land, you'll have to pick a category like (Angel). Then you can do anything with the cost of the first ability (including casting a creature spell), or use the second ability to pay for the creature spell (it can only be an angel, whatever you shout when you come in) If you use the second ability, the creature can't be countered.
So whether he uses the first or second ability, he can use creature spells. That's for sure, the difference is that the first one can be countered, and the second one can't (note that it has to be the category you shouted to use the second one, otherwise the cost won't go out).
So if your friend enters the arena shouting out the same category as the creature he was using at the time, then he's right.
Above, there are still questions to add, and you can usually go"Brigade Mage Camp"See, there are tutorials. Just go directly to the mage camp.
-
Using creature spells is what is known as a minion.
-
Yes, this ability is only useful when using creature spells, as if the minion was the same as the type you chose later.
Minions and creature spells are the same.
It has 2 skills.
The first one is tapped to generate a little colorless mana, which can pay for spells like Minions, Mages, Instants, etc.
The second skill is the focus. This means that when you use the mana generated by your first ability to cast a creature type you chose when you entered the Soul Cave, the creature you summoned can't be countered.
For example, if you choose a human when you enter a cave, then you use the mana generated by the cave to summon a human to enter, then the human entering the field cannot be countered. Some of the blue cards (commonly known as Kang) are specifically counter-based (when you summon a creature, counter your creature, and the creature you just played will go straight to the graveyard).
-
The cavern enters with a creature type announced, assuming the opponent declares a Spirit. then summon a creature, such as the spirit of St. Shavor. At this point, he uses the second ability of the cavern to generate one colored mana, which can be white or blue (as he decides).
If you do that, the creature spell can't be countered, like if you drain mana or something.
-
I don't know if the previous masters have explained it to you. Let's just explain a few details. I don't know where your summon comes from, if you're a game ace player, summoning should be the same as casting, that is, casting a creature spell from your hand, that is, putting a creature card on the field, if the opponent doesn't fight back against you, then your creature spell becomes a creature you control, if you cast a card of the same category as you shouted, your cave is any color, but if not, it can only be colorless.
Also, if you're a veteran player playing a very old card, there's no such thing as "creature squirrel" on the old card (presumably Urza's legend), but "summon a squirrel," which means the same thing. Later, it was changed to the current name, in fact, it was more appropriate in the past, but it was not easy to understand.
-
A creature spell is one that has"Biology"A card of the type, when cast, is called a creature spell.
As for what you said about summoning monsters, how do I think it's the same thing. It's just that some sorceries and instants or whatever, conjure creatures and tokens, but those aren't creature spells.
-
In the upper right corner of the card, there is a mana cost icon. The mana cost is divided into red and green baskets, white and black, and colorless. Each basic land is tapped with a corresponding cost. The colorless fee can be paid with any color. You have to pay for the corresponding color and quantity to use the spell.
Also, the landlord switched to Magic from a different card.
Magic mana, generally referred to as red, green, blue, white, and black, represents the five elements that make up the world. The basic lands are called mountains, forests, islands, plains, and swamps, and are the basic ** for traveling mages to absorb the world's mana.
The five-color mana represents the abstract concept of its color. Combining colors can also represent a player's thinking and tactics.
For example, red mana represents chaos and destruction. Creatures that are associated with it tend to be aggressive, such as aggro creatures with haste, or attributes that exhibit high power and low defense, or sacrificial abilities like self-explosion and bloodstorm. Spell spells, on the other hand, are based on pure damage, such as lightning and fireballs.
So choosing the right color mana cost to organize your deck is crucial to your tactics and thinking.
-
Why is upstairs so unprofessional, and so is the landlord, what water, fire, forest, and skeletons, the white ones become plains, and they can produce white mana, for example, upstairs Celestial Haiyin is basically correct.
Don't ask these questions here, please go to the Magic bar and ask for help, and your friends will answer your questions.
-
The creature has a color in the upper right corner, which indicates how many lands of the specified color are required and a few lands of any color are required to summon; After paying the mana cost of the specified color, the rest of the cost of any color can be paid in any color;
-
Pay attention to the color of the mana pool of the creature you want to summon. The call is determined by the color. For example, water 1 must be a water mana.
Fire 1 water 1, must be the same one. If it's water 1+2, it can be one water plus any 2. Fire is primarily a ...... of the spell systemCreatures are all red cards.
Do not summon forests or necromancy.
-
Mountains can only produce red mana, and if a creature needs black or green mana, it can't use the mountain. But the colorless mana that creature needs can be paid for with the red mana produced by the mountain.
-
Some can, like skeletons, and the base card will be displayed in the upper right corner. Let's say @ is a skull base card. If a 2@ is shown, it means 3 cards, one of which must be a skull base card.
If it's just @, it means that as long as you have 1 skull base card, the other cards can't be used. In the other case, 3@@ means 5 cards, 2 of which must be skull base cards. The same is true for the rest.
-
No, red lands can only summon red creatures.
Some cards are two-color and require two lands to summon.
-
All creatures are affected by summoning disorders. All creatures can't attack on the first turn they enter the arena, and they can't use activated abilities that require tapping. The next turn you control the creature, the creature isn't affected by summon dissonance, and you can use its tapped activated ability or have it attack.
If a creature has haste, it won't be affected by summon dissonance, and you can have it attack during the combat phase of the turn it just enters, or you can use its activation loss that requires tapping.
For example, "Angry Angel Loves Horses".
It has Flight, First Strike, "Agility", Trample, Vigilance, Anti-Red Protection, Anti-Black Protection. then in your first control turn, you can let it attack your opponent.
-
First of all, you can.
Then, let's talk about why. Does this need to be explained? If you need to, please ask. Before we ask this question, though, take a look at the ground rules in the annex.
If there is a question that is not mentioned in the basic rules, please ask in time to know and be aware of it"Magic: The Gathering".
Finally, please don't think I'm unkind. Really unfriendly people will not have time for your problems.
Hope it helps, hope.
-
Generally, it is 5 plots of land (assuming that each plot can produce 1 fee).
Two of the five plots of land should produce green.
-
There is no limit, you can recruit 10,000,000 or 100,000,000 if you want. For example, the "Kiki Birth Pod" deck can summon an infinite number of agile monsters for 1 turn and kick the opponent with 1 kick.
-
There's no limit, as long as you have enough mana (i.e., land).
-
With the exception of lands, all mana-consuming cards are called "spells" when they are cast.
All cards on the battlefield are called permanents.
A special ability described in text on a permanent is called an ability.
-
Spells include the spells you use, instants, creatures, enchantments, etc., relative to your person.
An ability is the ability of your card.
-
It's not just about summoning things.
-
You can kick There's a description behind him and he's still ground. The earth is not called out of tune. Transforms can be killed by a kill spell like an instant card or an ability, because he's also a creature.
-
If a creature's activated ability includes a tap symbol or untap symbol at its activation cost, it can't activate the ability unless the creature's controller has been controlling it since its most recent turn. A creature can't attack unless its controller has been controlling it since its most recent turn. This rule is informally known as the "Calling Disorder" rule.
If a creature has haste, it can ignore this rule (see Rules.)
to your mana pool.
The ink moth nexus becomes 1 1, and the Light Moth artifact creature with flying and infect lasts until end of turn. It is still ground. (It deals damage to creatures as -1 -1 counters and to players as poison counters.) )
I think it's the uselessness of the earth, or the summoning dissonance, because it "becomes" a creature, and it "summons dissonance". You're activating the land's ability to make it a creature, and this doesn't summon dissonance. But after he is a living being, he has to obey the rules of living things.
You can block it with it.
-
Affected by summoning disorder after transforming into a creature.
The most important thing for blue and white control is to keep yourself in your hand at all times, there is enough mana on the field**, control decks are all about hand and mana, blue and white are not too afraid of creatures, if you play with aggro sets or burn decks, it is recommended to add some creatures or spells that regenerate.
It is a trading card game.
Both sides of the game (known as versus in the language of Magic) must have their own combination of decks (called decks, which are limited by a number of rules). At the start of the match, each team has 20 health (a way of scoring). The goal of the game is to use the cards in your hand to try to reduce your opponent's "life" to 0 or below, or force your opponent to have no cards to draw, or use special spells to make them lose the game. >>>More
Everyone's preferences are different.
I prefer the Focus, which is the Ford Focus upstairs. >>>More