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EnigmA AMIGA RUN 18 (1997)(G.R. Edizioni)(IT)[!][issue 1997-05][EAR-CD II].iso
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Myths.Guide
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Amigaguide Document
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'`;,,,, `;;;;; ,,,,,, ,,,,,, ,,,, ,,,,,;
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,;;' ';;;; ;;;; '' '' '''`; ,''' ''''''''
,;;' ;;;; ;;;;.
,;;; ;;;; ;;;;;. T h e G a t h e r i n g (TM)
,;''' ;;'' ```````` PLAYER GUIDE VOL 1
` '
Top Ten Magic Myths
@{ " Introduction " Link "intro"@}
@{ " Fake Ante " Link "ante"@}
@{ " Tug of War " Link "tug"@}
@{ " Partnership " Link "pales"@}
@{ " Jyhad Style " Link "jyhad"@}
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@node intro
Top Ten Magic Myths
Top Ten Magic: The Gathering(tm) Myths
ATTENTION! It's pretty obvious I haven't updated this list in
awhile. Well, since moving back home I just don't have the type of
flexible net access I used to have in school. In fact, I expect this
account to expire at the end of this month, (I could be mistaken, but I
doubt it). That'll rez my website, and this list. I'll look into
relocating it with a friend's site, but I'm looking at the end of my
involvement with this list. If anyone would like to discuss assuming responsibility for it,
please email me, (jpwetmiller@undergrad.math.uwaterloo.ca). Thanks...
It's been fun.
The list below represents 10 common misconceptions of the current Magic:
the Gathering(tm) rules and rulings. No scientific method is used to
produce the list. I just look through rec.games.trading-cards.magic.rules
and (sometimes) rec.games.trading-cards.magic.strategy for posts where a
statement is made about the rules, where the statement is incorrect, (not
hypothetical questions, actual incorrect statements). I count up the
number of times the statement (or similar) is made, and make biased
decisions to break ties. Every so often I'll do a recount and change the
top ten if needed. Enjoy...
Most recent article base: #59977-#60288 (approx.) Analyzed May 11/96
Here're the Top Ten Magic Myths... They are all WRONG.
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@node Dop
Switching a Vesuvan Doppleganger during upkeep
to another Doppleganger empowers you to switch again during
that upkeep.
Players should consider the switching ability of the Vesuvan Doppleganger
as something that the permanent involved can do only once per
upkeep. Sure, you can use the ability to create a Vesuvan Doppleganger
of another Vesuvan Doppleganger (copying something), but since that
permanent used a VDswitch that upkeep, the new Doppleganger form will see
that the permanent used a VDswitch and thus will not allow it a new
VDswitch. Note that if there were a different creature with the same type
of switch ability, or if the VDswitch ability said something like "may
switch one more time per upkeep" then multiple switches would theoretically
be possible.
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@node terror
A black and blue creature can be Terror'ed
because it is part non-black.
Such a creature might be the Skeleton Ship from the recent Ice Age
expansion: black because its casting cost includes a (B), and blue because
its casting cost includes a (U). Being part blue does not equate to
being non-black. The only quality to which 'non-black' equates is the
quality of having no (B) at all in the casting cost. Thus, the Skeleton
Ship is black, (or, not non-black), and ergo cannot be Terror'ed.
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@endnode
The Crown of the Ages can change what creature is being copied by Dance of
Many.
The misunderstanding here lies in assuming that targetting a creature as
part of an enchantment's effect and targetting a creature as part of an
enchantment's nature are the same. They're not. Dance of Many, (and
Icy Prison and Oubliette), is just an Enchantment that exists independently
of any creature, (except the one it creates), even though it requires an
initial target creature. Dance of Many requires that creature when it is
cast in order to satisfy its initial effect. Enchant Creatures are
different in that you must bind its existence to that of some creature in
play when cast. When the creature to which it is bound goes away, so does
that Enchant Creature. The Crown of the Ages only works on the latter type
of enchantment, not the former (under which falls Dance of Many).
It is possible to cast fast effects between a
Wheel of Fortune and an immediately following Fork of the Wheel of
Fortune.
If both Wheels are in the same stack of effects, then when one is allowed
to resolve, (causing all players to discard hands and draw seven new cards),
all must be allowed to resolve without any interruption. However, it has
been theorized that if somehow the first Wheel of Fortune caused the
destruction of a creature/permanent in play, an immediate damage-prevention
step would be inserted in the middle of the resolution of the Fork'ed Wheel,
allowing casting of damage-prevention instants, as well as any interrupts,
between the two Wheels. But as yet, no one has been able to come up with a
possible application of this theory.
Multiple Farrel's Mantles are
cumulative.
Farrel's Mantle is an Enchant Creature that can endow a creature with a
very specific "if not blocked" ability. This ability, if granted twice or
more to the same creature, does not accumulate. The ability is only
usable once. However, this "if not blocked" ability can accumulate with
other distinct "if not blocked" abilities. For example, Farrel's
Mantle on a Farrel's Zealot can deal out lots of damage if not blocked.
One can Deflect a Fire Covenant so that it
damages an opponent.
Fun with Deflection. Actually, Deflection must maintain the integrity of
the original target type with the new target. In other words, since Fire
Covenant specifically can only target creatures, it can only be Deflect'ed
to creatures and not to players.
Maze of Ith removes creatures from the
attack.
I can see why people misunderstand what happens when Maze of Ith is used.
I mean, all of a sudden the creature is looking quite unaffected by the
combat around him, why shouldn't it be considered as being removed from
the attack? Well, if the Maze of Ith actually did remove the creature
from the attack, it would use the phrasing "removes creature from the
attack." But it doesn't, so the creature is still a part of the attack.
(Which means Maze'ing a Farrel's Zealot is no substitute for actually
blocking it)
An Icy Manipulator can be used to pre-empt a
tap-cost effect in progress.
Nope. Once a tap cost is attempted to be paid, it's paid immediately
before anything else can be done. An Icy is just not `fast' enough to
stop it. Even if the Icy was declared first, the tapping effect would
wait for reactions before resolving, during which it is common and legal
for the opponent to use the tap cost to activate an effect before the
Icy's effect hits, (and fails on), that target.
There is no way to get an Enchant Creature onto the Autumn Willow if her
controller never enables anyone to target her.
Naturally, the Autumn Willow may not be the target of spells or effects,
(note that special abilities of a permanent are labelled as 'effects' too)
However, the text does not disallow anyone to target her with a permanent.
The distinction is important in that Enchant Creature permanents already
in play are neither spells nor effects. All you need is an Enchant
Creature already in play and a spell or effect that allows you to force
that permanent to choose a new target for itself. Enchantment Alteration
or the special effect of Crown of the Ages works to this purpose because
technically the only thing these two effects target is the Enchant
Creature, in order to force that Enchant Creature to retarget onto the
Autumn Willow.
Discarding down to 7 cards during the discard phase is not
fast effect.
There has been some confusion on this one of late. But the rulings
summaries I've checked state that the act of reducing one's hand to seven
cards is a non-interrupt fast effect declared during the discard phase.
It can be responded to, and it can be declared as a response to other
things happening during the discard phase. If you have to discard, you
can't try to end the discard phase without declaring this discard effect.
FLASH Further examination of the rules newsgroup has put out further
confusion on this issue. The latest word by the netrep is that the act
of discarding down to 7 cards is an "at end of discard phase" thing
instead of a "during discard phase thing." Thus, if you had a Storm
Seeker and wanted to cast it against an opponent about to gain a lot of
cards through Necropotence during the discard phase, that opponent cannot
respond by discarding down to 7 cards. Ouch. I'll try to clarify this
as things occur.
Well. That's it for today. I hope this helped.
This page last updated May 14th 1996
John Wetmiller : jpwetmiller@undergrad.math.uwaterloo.ca