Post by Chris on Mar 8, 2009 13:15:35 GMT -5
So I figured I'd throw up the rules for my Type 4 stack since there is confusion sometimes since there are several different ways that you can play it.
-You have infinite mana
-You draw from one common library and have one common graveyard
-You can play one regular casted spell, one alternative casted spell, and one land per turn.
-Cycling and channeling do not count as either spell count.
-Suspend doesn't count towards either count the turn you suspend it, but the turn it comes in it counts as your alternative cost spell
-Morph counts as an alternative cost.
-You have infinite of each basic land which count toward landwalk and can be used for alternative costs such as sacrificing or bouncing land.
-Once a card has gone into the graveyard or into the library, it is no longer "owned" by the person who originally drew it. This refers to reanimating a creature in the graveyard so that you will own the creature if someone bounces it. The exception to this rule is effects that trigger right as a creature hits the graveyard like Lim-dul the necromancer.
-If a card asks you to take a creature from an opponents graveyard or deck, you have to pick an opponent and technically that player owns the creature for purposes of bouncing it.
-When a player leaves the game remove from the game all of his permanents and hand.
-When starting a new game, who ever won the last game goes first.
-When there are two infinite abilities in play, the defensive ability always wins. Ex: Masticore vs azorius guildmage the guildmage will counter every activation of the masticore.
That should cover the rules for the most part for Type 4. There will always be some weird rules interactions which will have to be determined on the spot. Also, there are a few cards in the stack which may break a rule to be playable I can't remember them except for clarion ultimatum where you're allowed to play all of the spells as your alternative cost.
-You have infinite mana
-You draw from one common library and have one common graveyard
-You can play one regular casted spell, one alternative casted spell, and one land per turn.
-Cycling and channeling do not count as either spell count.
-Suspend doesn't count towards either count the turn you suspend it, but the turn it comes in it counts as your alternative cost spell
-Morph counts as an alternative cost.
-You have infinite of each basic land which count toward landwalk and can be used for alternative costs such as sacrificing or bouncing land.
-Once a card has gone into the graveyard or into the library, it is no longer "owned" by the person who originally drew it. This refers to reanimating a creature in the graveyard so that you will own the creature if someone bounces it. The exception to this rule is effects that trigger right as a creature hits the graveyard like Lim-dul the necromancer.
-If a card asks you to take a creature from an opponents graveyard or deck, you have to pick an opponent and technically that player owns the creature for purposes of bouncing it.
-When a player leaves the game remove from the game all of his permanents and hand.
-When starting a new game, who ever won the last game goes first.
-When there are two infinite abilities in play, the defensive ability always wins. Ex: Masticore vs azorius guildmage the guildmage will counter every activation of the masticore.
That should cover the rules for the most part for Type 4. There will always be some weird rules interactions which will have to be determined on the spot. Also, there are a few cards in the stack which may break a rule to be playable I can't remember them except for clarion ultimatum where you're allowed to play all of the spells as your alternative cost.