pyroblast and things like it
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pyroblast and things like it
by gmzombie » 05 Jun 2014, 03:17
edit Pyroblast and things like it
are these cards that arent codeable under current engine limitation or just forgetten about or different cards coded with like abilities
are these cards that arent codeable under current engine limitation or just forgetten about or different cards coded with like abilities
Last edited by Aswan jaguar on 06 Jun 2014, 13:17, edited 1 time in total.
Reason: edited to show autocard
Reason: edited to show autocard
can I maze of ith your snowstorm?
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: pyroblast and things like it
by Nexhro » 06 Jun 2014, 11:13
Blue Elemental Blast, Red Elemental Blast, Deathgrip and Lifeforce came with the base game.
Thrull Wizard, Gainsay, Deathmark and others were added later on.
Thrull Wizard, Gainsay, Deathmark and others were added later on.
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Re: pyroblast and things like it
by Sonic » 07 Jun 2014, 00:35
Codeable, yes.
But given the game still has a finite number of card slots, it won't be that long until we'll face the question of whether it's worth adding what are essentially reissues of existing cards.
But given the game still has a finite number of card slots, it won't be that long until we'll face the question of whether it's worth adding what are essentially reissues of existing cards.
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Re: pyroblast and things like it
by gmzombie » 07 Jun 2014, 17:47
this is why i dont do thinking at night. lol i totally forgot about those other cards.
can I maze of ith your snowstorm?
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: pyroblast and things like it
by HarlequinCasts » 08 Jun 2014, 23:23
It's important to note that Hydroblast and Blue Elemental Blast are not exactly the same card.
For example, you can kill a Phantasmal Bear with a Hydroblast since it can target any permanent and then it decides if it should destroy it for being red (the bear dies because it is an illusion). Blue Elemental Blast can only target red spells and permanents and thus could not kill a Phantasmal Bear.
Just a fun fact, but also a reason why they should both exist.
For example, you can kill a Phantasmal Bear with a Hydroblast since it can target any permanent and then it decides if it should destroy it for being red (the bear dies because it is an illusion). Blue Elemental Blast can only target red spells and permanents and thus could not kill a Phantasmal Bear.
Just a fun fact, but also a reason why they should both exist.
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Re: pyroblast and things like it
by Aswan jaguar » 09 Jun 2014, 04:32
So in the example above Phantasmal Bear dies and Hydroblast fizzles as it doesn't find legal target and remains in your hand?
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Re: pyroblast and things like it
by BAgate » 09 Jun 2014, 05:19
Hydroblast resolves, Phantasmal Bear dies since it was targeted, Hydroblast does nothing since Phantasmal Bear is no longer there, and Hydroblast goes to your gy. As long as there was a legal target when targets were declared the spell can be cast, it just doesn't do anything since the target is no longer there.
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Re: pyroblast and things like it
by Nexhro » 09 Jun 2014, 23:15
This might come off as nitpicky, but Phantasmal Bear actually dies before Hydroblast resolves. The trigger goes onto the stack as soon as Bear is targeted, i.e. the moment Hydroblast goes onto the stack.BAgate wrote:Hydroblast resolves, Phantasmal Bear dies since it was targeted, Hydroblast does nothing since Phantasmal Bear is no longer there, and Hydroblast goes to your gy. As long as there was a legal target when targets were declared the spell can be cast, it just doesn't do anything since the target is no longer there.
At least that's how it's supposed to work - not sure how Manalink handles it.
And "fizzle" would indeed be the appropriate (old) term. Under the described circumstances, Hydroblast doesn't actually resolve, but is considered countered.
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target thats no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally. However, if any of its targets are illegal, the part of the spell or abilitys effect for which it is an illegal target cant perform any actions on that target, make another object or player perform any actions on that target, or make that target perform any actions. If the spell or ability creates a continuous effect that affects game rules (see rule 613.10), that effect doesnt apply to illegal targets. The effect may still determine information about illegal targets, though, and other parts of the effect for which those targets are not illegal may still affect them.
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Re: pyroblast and things like it
by BAgate » 10 Jun 2014, 04:34
My terminology needs work. What else is new...
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