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1. If it's a condition for paying mana only, it can be activated an unlimited number of times.
2All non-land permanents enter the stack, that is, they can be considered sorceries, and at this time, you can use a counterattack to prevent the non-land permanents from entering and activating, and send them to the graveyard.
3When you play this card, you are the controller of this card, then what is written on the card is you, it refers to you, no matter who it is attached to, as for the damage, if the card is not specifically specified, the damage caused to you and the monster can be replenished.
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1 Once per turn.
2 Creature spells are creatures, and summon lands count as spells.
3 Of course, it is to damage the opponent and replenish your own health.
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1.If the creature's ability has other instructions than paying mana (such as tapping itself), it can only be used once, although you can use combo multiple times; If you can activate it as long as the mana is paid, you can use it all the time (as long as you have enough mana, of course).
2.First, lands aren't spells, so counterspells can't counter lands; A creature spell is a card that has "Creature - xx" in the attribute slot, and the lower right corner of this card usually has x x attack and defense values; The counterspell can counter any spell (even itself), and the counterspell is also known as "Beacon", and many blue-based counterspells are based on him. So counterspells are a general solution to all spells except for a few card specials.
3.Add your blood, of course, because the cards are yours.
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The game is played in turns.
Start by describing the most basic things you should do in each turn, and take turns cycling through them.
1. If you have tapped cards on your table, you should straighten them all when there are no other effects, which is called resetting.
2. Draw a card from the library.
3. If there is a land card, you can place a land card.
4. According to the mana that the land card can provide (generally the land card will produce a little corresponding mana from the positive state), decide whether you can send out the creature of the stove limb in your hand, or use spells, or dust the spine to set an enchantment, or place an artifact, etc. (Instantaneous cards can be used at any time).
5. If you have a creature on the table that can attack (positive state, unless otherwise specified, you must go through a reset before you can attack), you can attack (generally tapped, some creatures do not need to be tapped, see the card description). After attacking, according to the opponent's defense, calculate whether to subtract the opponent's life, as well as the life and death of the creature.
6. If you have enough land cards to carry out the 4th step, you can go to the 4th step after the attack, and put the cards from your hand to the table (but you must exchange them on the basis of the equal value, that is, you can also pay the mana of the lands).
7. Declare your round over.
Winning conditions: 1. One side should draw cards, but when the library has no cards to draw, it will be judged to fail.
2. If the infiltration life of one party is 0 or below, it will be judged to fail.
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Later, the gentleman was effective, and the goal was to ward off evil spirits, which was illegal.
The vast majority will continue to do so, and some effects will fail if they require checking the stats of the activating creature, such as fighting.
All of course, you can continue to specify the previous target, as long as it is legal.
Yes or no.
Of course. 8.Ral? Tapping and untapping can be the same target, and you've got at least one ral, 9Advancement, like a creature ability.
10.Execute as long as it can.
11.Count one, fight back once, once.
12.What else can the hatred do when it returns to its owner?
13.It's useful to empty everyone's mana pool every time you get to the next step or stage. If you tap an opponent while he is maintained, even if he drains mana, if he doesn't use it at this time, he won't have that mana to cast the spell timing spell in the main phase.
14.will be countered by the rules.
15.There's no such thing as halfway through spell execution, and the settlement is executed to the end, and if something else triggers during execution, the triggered ability goes into the stack when it's done.
16.Copying spells doesn't count as releases, just keep that in mind.
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The landlord's problem is still mainly on the stacking.
The rules stipulate that effects entering the stack are settled on a last-come, first-served basis.
Examples: 1) Player A attacks one of Player B's "2 2 Creatures" with an instant that deals 2 damage
2) Player B responds with a "target creature gets +3 +3 this turn" instant, specifying who is being attacked"2 2 creatures".
3) Player A responds and attacks Player B's "2 2 Creature" with an instant that deals 2 damage
4) Neither side responded.
5) Settle, last to come, the second damage spell to settle first, kill the target. "Target creature gets +3 +3 this turn" resolves because the target is dead, loses its target, and is counterattacked. The first damage spell resolves last, and is countered because it loses its target.
When you understand the process, there will be no problem settling everything.
16 more. Another example can be used:
Copying an opponent's spell with "Echo Else" will allow you to blackmail, while the spell you copied is not a spellcast, so you can't blackmail.
Isn't it more clear to say this :)?
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1.Not arbitrary, to be exact, you can cast spells, activate abilities, and perform special actions when you have priority. At the beginning of most steps and phases in any turn, except for the Reset Phase, the active player gets priority after the round action has been executed; After the spell or ability (except mana ability) resolves, the active player gets priority.
Until the active player doesn't move, giving up priority, then the opponent gets priority. Both sides have conceded and moved on to the next stage, the next step.
Non-instant-like spells, noninstant-like abilities, and wastelands can only be cast and used during your turn's main phase, when the stack is empty and has priority. Anyone's turn, you can use instants and abilities when you have priority.
For details, it is best to look at Sections 116 and 703 of the Rules.
As a first step in casting, the card becomes a spell and moves from its zone (usually the player's hand) to the top of the pile. A spell exists on the stack as a spell until it resolves, is countered, or otherwise leaves the stack. So, sorceries, instants, creatures, enchantments, planeslocks, and so on, are all spells when they are cast, after all, you are a mage, and you can only get the effect or thing you want when you cast the spell successfully.
Generally, only equipment can be worn, and it is worn in accordance with the rules of priority.
3.Summoned creatures that are out of tune cannot attack and cannot be tapped. The effect or something, it can be activated when the conditions are met.
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When oneself can get priority, it is available at an instant. No player gets priority during the reset phase and purge step, but the rest of the time the player gets priority.
Equip is a spell timing that can only be used when the main phase of your turn and the stack is empty.
A spell is a card that is on a pile. Sorcery cards are a spell in a stack. Equipment needs to be on the battlefield before it can be equipped.
Unless the creature has haste, it can't attack or activate activated abilities that require tapping because of the summoning dissonance.
Above, Team Magic.
Hope it helps, hope.
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Instants are only activated when the opponent has given priority in one's turn or the opponent's turn, and the moment cannot be released during the reset phase of the return and start. When an artifact (equipment) is worn, it is considered a spell; It can be worn directly. Entering creatures that don't have haste can't activate abilities that require tapping.
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