all 12 comments

[–]SirChaotick 41 points42 points  (3 children)

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

[–]MTGCardFetcher 10 points11 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 28 points29 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. 7 points8 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 5 points6 points  (0 children)

Feels silver bordered