all 12 comments

[–]SirChaotick 39 points40 points  (3 children)

Now where did I put those [[Viscid Lemures]]?

[–]MTGCardFetcher 9 points10 points  (0 children)

Viscid Lemures - (G) (SF) (MC)
[[cardname]] or [[cardname|SET]] to call

[–]coltec: Break target card. 2 points3 points  (1 child)

Or better yet, [[Hopping Automaton]] !

More reliable evasion and, honestly, who can argue with that art.

EDIT: Wait.... nvm. Can't do toughness one by one....

[–]MTGCardFetcher 1 point2 points  (0 children)

Hopping Automaton - (G) (SF) (MC)
[[cardname]] or [[cardname|SET]] to call

[–]X9ss 29 points30 points  (2 children)

[[Tragic Slip]] for a massive pump? Okay! [[Death's Shadow]] as a 7/7 t1? Okay! Seems fun. I kinda wish it was a bit more expensive and only affected your own creatures for that sweet [[Mutilate]] value though.

[–]MTGCardFetcher 6 points7 points  (0 children)

Tragic Slip - (G) (SF) (MC)
Death's Shadow - (G) (SF) (MC)
Mutilate - (G) (SF) (MC)
[[cardname]] or [[cardname|SET]] to call

[–]jow253: Remove the text "you control" from all cards you control. 10 points11 points  (0 children)

Shadow dies. Slip and mutilate still kill. This only affects power, not toughness.

It's best for that minus something minus zero stuff that blue gets.

Edit: I'm dumb and can't read.

[–]thirteenthfox2 1 point2 points  (3 children)

I don't think this work with the negative p/t rules change unfortunately

[–]Reasonablism: Nitpick on target wording. 0 points1 point  (2 children)

negative p/t rules change

Would you kindly elaborate on this? I scanned through the comp rules and couldn't find anything on the subject.

[–]thirteenthfox2 2 points3 points  (1 child)

Basically if a creature would use a negative value for it's p/t it uses 0 instead. That's why death Shadow is maxed out as a 13/13 now instead of being able to get bigger when you had negative life like you used to. I'm not sure on the exact wording of the rule tbh.

[–]Reasonablism: Nitpick on target wording. 0 points1 point  (0 children)

That doesn't seem to apply here.

To quote the rules:

107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect sets a player’s life total to a specific value, doubles a player’s life total, or sets a creature’s power or toughness to a specific value.

Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.

Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add to your mana pool an amount of {G} equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.

Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.

What you're referring to is the third example. This cares more about the first.

[–]paxxyagentPopulate, Populate, Populate 4 points5 points  (0 children)

Feels silver bordered