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Title: Comments to combos
Date Posted: Fri Nov/20/09 at 5:39pm

ghostfire86
Posts: 496
Joined: 04-Nov-09

I got really annoyed to a comment posted on one of my combos. The one titled Please hit me, I dare you.
I love when people discuss a combo but only if they fully understand the conversation that is taking place about it. On this one combo it was pointed out that i could not use it with spitemare. So at this i found Soltari Guerrillas which completes the combo perfectly.
Then i have a post that says it will not work because combat damage can only take place during the combat phase, attacking or blocking.

702.2a Deathtouch is a static ability.

702.2b A player assigning combat damage from a creature with deathtouch can divide that damage as he or she chooses among any number of creatures blocking or blocked by it. This is an exception to the procedures described in rules 510.1c-d.

702.2c A creature that's been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.

702.2d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.

702.2e The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

702.2f Multiple instances of deathtouch on the same object are redundant.

704. State-Based Actions

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don't use the stack.

704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, "Handling Triggered Abilities.")

704.2. State-based actions are checked throughout the game and are not controlled by any player.

704.3. Whenever a player would get priority (see rule 115, "Timing and Priority"), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step's first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.

704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

704.5. The state-based actions are as follows:

704.5a If a player has 0 or less life, he or she loses the game.

704.5b If a player attempted to draw a card from an empty library since the last time state-based actions were checked, he or she loses the game.

704.5c If a player has ten or more poison counters, he or she loses the game.

704.5d If a token is phased out, or is in a zone other than the battlefield, it ceases to exist.

704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.

704.5f If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.

704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

704.5h If a creature has been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.

704.5i If a planeswalker has loyalty 0, it's put into its owner's graveyard.

704.5j If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners' graveyards. This is called the "planeswalker uniqueness rule."

704.5k If two or more legendary permanents with the same name are on the battlefield, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply.

704.5m If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype on the battlefield for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule."

704.5n If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner's graveyard.

704.5p If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.

704.5q If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that's neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.

704.5r If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

704.5s If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.

704.5t In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game.

704.5u In an EDH game, a player that's been dealt 21 or more combat damage by the same general over the course of the game loses the game. (See rule 903.)

704.6. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.



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