MtG - Odyssey FAQ.txt

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_Odyssey_(TM) Frequently Asked Questions
Compiled by Paul Barclay, David DeLaney and Jeff Jordan


This FAQ has two sections, each of which serves a different purpose.

The first section (GENERAL NOTES) explains the new mechanics and concepts in the 
set. The second section (CARD-SPECIFIC NOTES) contains answers to the most 
important questions players might ask about a given card.

Items in the CARD-SPECIFIC NOTES section include full rules text for your 
reference. Not all cards in the set are listed.


GENERAL NOTES

Flashback

The official rules for the flashback ability are as follows:

502.22. Flashback

502.22a Flashback is a static ability of some instant and sorcery cards that 
functions while the card is in a player's graveyard. The phrase "Flashback 
[cost]" means "You may play this card from your graveyard by paying [cost] 
rather than paying its mana cost. If you do, remove this card from the game 
instead of putting it anywhere else any time it would leave the stack." Playing 
a spell using its flashback ability follows the rules for paying alternative 
costs in rules 409.1b and 409.1f.

* When you play a spell from your graveyard by paying its flashback cost, its 
mana cost doesn't change. You just pay the flashback cost instead.

* Effects that cause you to pay more or less for a spell will cause you to pay 
that much more or less for its flashback cost, too. That's because they affect 
the total cost of the spell, not just its mana cost.

* When a spell played with flashback resolves, it never goes to its owner's 
graveyard, so abilities that trigger on cards being put in a graveyard won't 
trigger. The card is removed from the game instead. Countered spells played with 
flashback are removed from the game, too.

* Cards with the flashback ability have a gray tombstone icon in the upper left 
corner. This icon makes it easier for you to see which cards in your graveyard 
can be played again.
-----

Threshold

The official rules for the threshold ability are as follows:

502.23. Threshold

502.23a Threshold is a static ability, written "Threshold -- [text]." The text 
can be a static ability, activated ability, triggered ability, characteristic-
setting text, spell text, or any combination of the five. The phrase "Threshold 
-- [text]" means "As long as you have seven or more cards in your graveyard, 
this card has '[text].'"

502.23b Cards and permanents with threshold have the threshold text only if 
their controller has seven or more cards in his or her graveyard. Otherwise, the 
text after "Threshold --" is treated as though it did not appear on the card or 
permanent.

502.23c An instant or sorcery card with threshold has the threshold text only 
while the card is on the stack (that is, while it's a spell). An artifact, 
creature, enchantment, or land card with threshold, or any permanent with 
threshold, has the threshold text only if the card or permanent is in play.

* Instants and sorceries with threshold check if seven or more cards are in your 
graveyard when they resolve, not when they're played or put on the stack.

* Activated and triggered abilities that permanents have at threshold check the 
number of cards in your graveyard only when the abilities are played or 
triggered. Even if you have fewer than seven cards in your graveyard when an 
ability resolves, that ability will resolve normally.

* Static threshold abilities are simply "on" when you have seven or more cards 
in your graveyard and "off" when you don't.
-----

Protection

There are four new protection abilities in the Odyssey set.

* Protection from all colors: This grants a creature five different protection 
abilities. These are protection from white, from blue, from black, from red, and 
from green.

* Protection from creatures: A creature with this ability can't be blocked by 
creatures, it can't be the target of abilities from creatures, and all damage 
that would be dealt to it from creatures is prevented.

* Protection from enchantments: A creature with this ability can't be blocked by 
creatures that are also enchantments. It can't be the target of enchantment 
spells or abilities from enchantments. All damage that would be dealt to it from 
enchantments is prevented. The creature can't be enchanted by enchantments.

* Protection from instant spells and from sorcery spells: A permanent with this 
ability can't be the target of instant spells or sorcery spells. If the 
permanent is a creature, all damage that would be dealt to it from instant 
spells and sorcery spells is prevented.
-----

Shrines and Bursts

* The five Shrines and five Bursts all have effects that depend on the number of 
cards with a certain name in all graveyards. A Shrine looks for cards with the 
same name as a spell on the stack. A Burst looks for cards with the same name as 
itself.

Dwarven Shrine
1RR
Enchantment
Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, 
where X is twice the number of cards in all graveyards with the same name as 
that spell.

Flame Burst
1R
Instant
Flame Burst deals X damage to target creature or player, where X is 2 plus the 
number of Flame Burst cards in all graveyards.

* Two cards, Diligent Farmhand and Pardic Firecat, are also counted by Bursts. 
Muscle Burst's effect counts both Muscle Burst cards and Diligent Farmhand cards 
in all graveyards. Flame Burst's effect counts both Flame Burst cards and Pardic 
Firecat cards.

Pardic Firecat
3R
Creature -- Cat
2/3
Haste
If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a Flame 
Burst.

* The Shrines are Aven Shrine, Cabal Shrine, Cephalid Shrine, Dwarven Shrine, 
and Nantuko Shrine.

* The Bursts are AEther Burst, Flame Burst, Life Burst, Mind Burst, and Muscle 
Burst.
-----

Rites

* Each of the five Rites allows you to discard any number of cards from your 
hand to get a varying effect from the spell. The cards are discarded when the 
Rites spell resolves, so you don't discard any cards if the spell is countered.

Sacred Rites
W
Instant
Discard any number of cards from your hand. Creatures you control get +0/+1 
until end of turn for each card discarded this way.

* The Rites are Last Rites, Rites of Initiation, Rites of Refusal, Rites of 
Spring, and Sacred Rites.
-----

Spheres

* The five Spheres prevent 2 damage to you each time a source of the appropriate 
color would deal damage to you. If a source would deal damage to you more than 
once in a turn, the Sphere prevents 2 of that damage each time the source deals 
damage to you.

Sphere of Duty
3W
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.

* The Spheres are Sphere of Duty, Sphere of Grace, Sphere of Law, Sphere of 
Reason, and Sphere of Truth.
-----

"Punisher" cards

* Three red spells, nicknamed "punisher" spells, force players to choose how the 
spells will affect them. When a punisher spell resolves, the player whose 
creature, land, or spell would be affected must choose whether to take damage or 
allow the spell's normal effect to work.

Lava Blister
1R
Sorcery
Destroy target nonbasic land unless its controller has Lava Blister deal 6 
damage to him or her.

* Damage that the punisher spell would deal to the player may be prevented.

* The punisher cards are Blazing Salvo, Lava Blister, and Molten Influence.
-----


CARD-SPECIFIC NOTES

Aboshan, Cephalid Emperor
4UU
Creature -- Cephalid Legend
3/3
Tap an untapped Cephalid you control: Tap target permanent.
UUU: Tap all creatures without flying.

* Aboshan's abilities don't include the T symbol. You can play them even if you 
haven't controlled Aboshan since the beginning of your most recent turn.

* The first ability can tap any type of permanent, including enchantments. 
Tapped enchantments work just like untapped enchantments.
-----

Aegis of Honor
W
Enchantment
1: The next time an instant or sorcery spell would deal damage to you this turn, 
that spell deals that damage to its controller instead.

* This effect only redirects damage that would have been dealt to you. It 
doesn't affect damage that the instant or sorcery would deal to creatures or any 
other player.
-----

AEther Burst
1U
Instant
Return up to X target creatures to their owners' hands, where X is one plus the 
number of AEther Burst cards in all graveyards as you play AEther Burst.

* If more AEther Burst cards are put into a graveyard after AEther Burst has 
been played (and before it resolves), you don't get to choose additional targets 
for AEther Burst.
-----

Aura Graft
1U
Instant
Move target enchantment that's enchanting a permanent to another permanent it 
can enchant. Gain control of that enchantment. #(This effect doesn't end at end 
of turn.)#

* Because of the unintuitive interaction of the printed wording with 
enchantments that "can enchant only a creature you control," Aura Graft has 
received errata. Its new wording is as follows:
   Gain control of target enchantment that's
   enchanting a permanent. Move that enchantment
   to another permanent it can enchant. #(This
   effect doesn't end at end of turn.)#

* When Aura Graft resolves, you gain control of the enchantment. Then, you 
choose another permanent to move the enchantment to. You can choose only a 
permanent that the enchantment can enchant.

* Because you gain control of the enchantment, you can play any abilities it 
has.

* When Aura Graft resolves, you must move the enchantment if there's another 
permanent for the enchantment to legally enchant, even if one of your opponent's 
creatures is the only legal...
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