Illusionary Mask example: You pay {W} to put a Phyrexian Dreadnought onto the field face down as a 2/2 creature. Your opponent knows it's a creature with a mana cost that could be paid with {W} (Such as {W}, {0}, or {W/U}). Dreadnought's ETB effect doesn't trigger because it's face down, so you don't have to sacrifice anything. Then next turn, you attack with it, at which point it gets turned face up and is a 12/12 with trample.
If it has its own stats, does the 2/2 add on or get replaced? That card can make anything into that 2/2, regardless of cost. Attacking or blocking activates the effects.
5:19 Wheel of Misfortune is basically a card that puts you in a blind auction for cards and you are bidding with your life points. If you win, you get a full hand but you lose your bid in life. Its a risk. Lets call the caster of WoM "Red." Red can count on the other player to bet high enough to hurt themselves too much. So Red can bid 0 and if the opponent picks 5 then they take 5 damage. But if the opponent only picks 1 when Red picks 0 then the opponent gets a full hand and only loses 1 life. So its like trying to figure out what the least amount of damage you can take while still getting the cards.. Red could also try to outbid the opponent if Red is running out of cards in their hand.
They would loose though, scince FIRST each player looses life equal to the chosen objects, and then the player who chose the lowest amount looses half their life
1:03:39 If i understand the interaction, both Opalescence and Humility become 1/1 Enchantment Creatures without abilities after state based actions are checked.
33:00 Remove Enchantments doesn't put your opponents cards in your hand because you only return enchantments you control AND own. You have to meet both requirements
Why doesn’t it just “return all non aura enchantments you controll and all auras attached to creatures you control to their owners hands, then destroy all auras.
58:28 If a creature assigns its combat damage as though it were not blocked, the damage is assigned to the player or planeswalker that the creature is attacking during the relevant damage step(s).
When I started playing MTGO I bought up all of these confusing cards because I guess I love jank, and MTGO forces the cards to resolve correctly so you learn how they are supposed to work. I tried to win by forcing my opponent into errors due to not knowing how the cards worked.
Chains of Meph; prevents card advantage, if you want more than +1 card a turn you have to lose one first, discarded from hand if possible, milled if not Wheel of Misfortune; everyone who chose the highest number take that much damage, but the people with the lowest number will get no effect. So choose how much damage you're comfortable taking to get to discard hand and draw 7. (if everyone has the same number, take damage and don't wheel). Word of Command; you force target opponent to reveal their hand and play 1 card. The weird specification makes it so you can choose what lands are tapped to produce mana for that spell (for some reason you can't tap creatures to produce mana for it), but you can't control their turn beyond forcing that one card. You can make them be mana-inefficient with their lands in the process, but you can't tap their lands unless they pay for the spell. It's weird that it says you control them while Word of Comand is resolving Then you maintain limited control while the chosen spell resolves, you may "control" the spell's on-cast effects until it finishes resolving. Also, nothing in the text suggests they should be able to counter their own spell, considering you are controlling them it suggests the opposite, maybe you only get to look at their library while they search, and you don't get to pick for them. (I couldn't make it sound easy) :(
The problem with wheel of misfortune is that there is no reason anyone would choose a number that isn't as low as possible, but in essence it works like this: Example: There are 4 people playing commander. Say each player chooses a number then reveals it with the numbers chosen as follows: 1, 2, 3, 4. 1 is the lowest and 4 is the highest. In this example everyone chose a different number. The player who chose 4 takes 4 damage. Then, the players who didn't choose the lowest number (that is, the players who's numbers were 2, 3, and 4) discard their hand and draw 7. When it says "the players who chose/didn't choose" it is referring to when the players chose their numbers secretly. This card basically is supposed to screw with anyone who picks something other than the lowest number but again, there is no reason anyone would not choose the lowest number unless it is the case that if the lowest and highest number are the same (as in the case of everyone picking "1" as their number), then each player will have be considered to have chosen the highest number, which would be weird.
Wall of command - you controle all triggers that happen by that player. Eg. If there was a trigger that made them discard or sacrifice a creature you would choose what to discard or sacrifice. You get to look at their hand and any face down cards or and other cards they are allowed to look at.
Consider these in future: Lulu, Forgetful Hollyphant (or any other card with specialize) Cosima, God of the Voyage Grizzled Huntmaster (worst complexity creep of Alchemy cards, even when contrasted with spellbooks) Raiding Party (narrow color-hoser; locked to Orcs; highly ineffective) Davriel, Soul Broker ("Terms and Conditions", the card) Roxi, Publicist to the Stars Captain Rex Nebula Just two more "is:funny" cards - Old Fogey, Spark Fiend.
Illusionary mask - the counters are there to show you didnt pay less than you should have. You can pay more but not less and you must meet the colour requirments. Its a method of storing a creature without having it fully enter the battlefield - if you are playing against an oponent that makes you discard, this means it cant be removed from your hand and it doesnt fully show the danger of it and delays etb
Illusionary Mask got errated when morph was released to be more like morph. You didn’t read the original at all. The new oracle errata reverted the morph-style changes and made it back to the original intended functionality. Mask is commonly used with Phyrexian Dreadnought. You can pay 1 to put Dreadnought into play. The card is flipped to 12/12 trampler when you attack or block with it.
Word of Command's art is so funny. "Okay, so you want me to illustrate art for a card called Word of Command that's about a player controlling his opponent next turn? Hmm...how about two squinty eyes peering out from the black? A perfect representation of the card name/effect!"
I've never understood the confusion behind wheel of misfortune. There's 3 possible results for players involved. Everyone that picked the lowest number gets nothing, everyone that did not pick the lowest or highest number get to wheel, and everyone that picked the highest number receive damage equal to that number and wheel.
I didn't have any confusion on any of them. A lot of unneeded text on the old cards but they aren't really confusing. The mask was bad because it lacked information on the card itself. The rest not very confusing
Impressive job getting takklemaggot off the rip! Thing to remember for 90s kids every card before mirage was read and re-read endlessly because we had so few cards and obsessed over every facet of the game.
Except, he says that it damages the original caster at the end, but the card says that it damages "that player" meaning the last one who had a creature die with takklemaggot on it.
doesn't ice cauldron turn everything into instants and give creatures flash? Or rather 1 card each turn, cause you spend mana to exile it, the tap cauldron to cast the sorcery or creature card immediately (presumably on your opponents turn). Also you could use it to play around counter magic, exile one card turn 5, turn 6 play the exiled card (its gets countered) without sending mana again, now you have all your mana up and you burned your opponents counter spell + mana, now you play turn 6 not afraid of counter magic. (seems like it could be useful in a limited/draft situation)
30:00 Ice Cauldron looks like it would only be useful to protect a spell from being removed from your hand from cards like Duress. Spend the mana now and play the spell next turn.
It's actually a lot more interesting than that: You don't need to have the entire mana necessary to play the exiled card when you exile it. Say there's a 10 mana spell you want to cast next turn, but you only have 5 mana this turn. You can store the 5 mana away, and combine it with your 5 mana next turn to cast the 10 mana spell.
I loved Ante, it spiced up the game and it put something on the line. A reason to play and to win! Also when i was a kid, we use to do trades and sometimes you would try to trade a card with someone and he didnt want nothing from your cards or was asking something completely ridiculous... But suddenly you play Ante and he lose the game and a card from his deck that he wants back... suddenly his alot more into trading something to get his card back!
22:00 Why does the card text for Illusionary Mask say you turn the creature face down as a 0/1 but the oracle text and rules explanation says its a 2/2?
The version of the card he showed was for magic online. The actual paper printing doesn't say what the power and toughness is on the card so the rules change for it treats it as morph creatures being face down which are 2/2
9:11 Word of Command essentially forces the opponent to play a card against themselves. What I don't understand is why it says you control the player until WoC resolves. Does that mean they can't counter it because you are controlling them until it resolves? But if so, why does the rules explanation say that opponents will often cast their instants in order to prevent the caster of WoC from choosing those cards. That defeats the purpose of the card and means you aren't controlling them.
The explanation is saying that people will usually dump their hand of instants in response to Word of Command (while it's on the stack before it starts resolving). And the whole thing about controlling the player is so that you can make all choices about how to cast the spell, e.g. what lands to tap, targets to pick, and modes to choose. You stop controlling them when all those choices are made and WoC is done resolving, but the spell you chose is still on the stack at that point and the opponent could then decide to counter it.
Basically playing word of command on someone makes them have to play stuff they were holding. Like they are holding kill cards for when they get attacked instead they are forced to use them before you make them kill their own creatures with thier kill cards
Opalescence doesn't effect itself, so it does not become a creature, so Humility doesn't do anything to it. All other enchantments are creatures, per Opal, and so are affected by Humility. Thus, they are 1/1, and have no abilities, since Humility overwrites every creature's stat block specifically, regardless of what it was initially. Pretty straight forward?
Wheel is simple why does everyone get confused by it? Everyone picks a number. The player who picked lowest number does nothing, all other players discard their hand and draw 7 cards. All players that picked the highest number looses that much life. I.e. if you didnt pick the highest number you dont loose life E.g. 4 players. Player 1 picks 5 Player 2 picks 3 Player 3 pick 5 Player 4 picks 2 Player 1 and 3 are delt 5 damage. Player 4 does nothing. Player 1, 2 and 3 discard their hand and draw 7 cards.
Pick a number. Any number. Whoever chose lowest does nothing. Everyone else discards their hand and draws 7 cards. Whoever chose the highest number loses that much life. It says each player to clarify what happens in a tie
elkin bottle doesnt work within the rules of the game. The game has no way of tracking individual cards that change zones without the use of counters. This was famously an issue in a tournement involving Void Maw
@nikachu mtg live - some of the cards were updated to be more readable (like takklemaggot) the original text is even worse on these. Recommend you jump to original printing whenever doing one of these just to show how bad they were when originally printed
I'm getting sick of people shitting on chains of mephistophiles. It just makes you discard first if you draw "unnaturally", and if you cant, you mill 1
Any un-card that references contraptions. I have never seen rules explaining how they work. Also cards with keywords like monarch, initiative, and background.
Contraptions are artifacts that have to be assembled by another card. There are about 30 cards from unset mostly unstable, that mention them. At the start of the game you have a token with three sprockets. Which is a special zone on the battlefield where contraptions are assembled. You have a CRANK! counter placed on sprocket 3. At the beginning of your upkeep you move the CRANK! counter to sprocket 1, or to the next sprocket (1,2,3 back to 1). If there happens to be a contraption that is on that sprocket location then that contraption is cranked. Contraptions have their own special deck and graveyard. Called contraption deck and scrapyard. When you assemble a contraption you draw it from your contraption deck, and place it on a sprocket. Each contraption is an artifact on the battlefield and spells that interact with artifacts can also interact with contraption. When a contraption is cranked it will activate its ability "draw a card," "creatures get +2/+0 until the end of turn," and the like.
First put out erzas glasses then word of command. If they try to play anything in response I look at your hand. This causes the word of command be untouchable... 😂
What? No shahrazad? I know a lot of us know how it works now but I only started playing only a couple years ago and when I saw it I just was flabbergasted
I think this video/stream idea can work, but probably has to be prepped a bit tighter. Largely due to the concept, not as much on you. Have a good weekend bro!
Missed Dead Ringers, which is impressive for being so confusing with so few words. "Destroy two target nonblack creatures unless one is a color the other isn't." Basically, you can kill two creatures so long as they have the exact same color identity and black isn't part of that identity. So you could destroy two Azorius creatures, but not a blue creature and an Azorius creature or an Azorius creature and a Jeskai creature. It's a fairly simple effect, but the way it's worded means you probably need a couple reads to understand it.
I CAN'T imagine the mental gymnastics it must take for someone to sit down and write a comment about how there's no comments on a VOD. With a literal live audience. That you can see commenting during the video. The SMOOTHEST brain.
Nikachu and misreading cards/reading only part of a card and getting angry when he doesn't understand it. Never change my man, it is hilarious.
Illusionary Mask example: You pay {W} to put a Phyrexian Dreadnought onto the field face down as a 2/2 creature. Your opponent knows it's a creature with a mana cost that could be paid with {W} (Such as {W}, {0}, or {W/U}). Dreadnought's ETB effect doesn't trigger because it's face down, so you don't have to sacrifice anything. Then next turn, you attack with it, at which point it gets turned face up and is a 12/12 with trample.
If it has its own stats, does the 2/2 add on or get replaced? That card can make anything into that 2/2, regardless of cost. Attacking or blocking activates the effects.
5:19 Wheel of Misfortune is basically a card that puts you in a blind auction for cards and you are bidding with your life points. If you win, you get a full hand but you lose your bid in life. Its a risk. Lets call the caster of WoM "Red." Red can count on the other player to bet high enough to hurt themselves too much. So Red can bid 0 and if the opponent picks 5 then they take 5 damage. But if the opponent only picks 1 when Red picks 0 then the opponent gets a full hand and only loses 1 life. So its like trying to figure out what the least amount of damage you can take while still getting the cards.. Red could also try to outbid the opponent if Red is running out of cards in their hand.
I hope they release cards that combo with Illusionary Mask or Word of Command so that people in vintage or in EDH have to deal with it.
Ice cauldron has an ability no one notices. You can cast the spell from exile for as long as it's exiled. Even if the cauldron was destroyed.
It could also be useful to bank a ton of mana for a huge X spell.
@Debatra back in the day I would use it for huge prosperity.
Goblin Game: The player with this card in their deck will always win, because they brought a thousand objects with them in preparation.
Then they will take 1000 damage
Weird he didn't talk about how Goblin Game seems to require that you go hide objects from the game store, if that's where you're playing.
They would loose though, scince FIRST each player looses life equal to the chosen objects, and then the player who chose the lowest amount looses half their life
1:03:39
If i understand the interaction, both Opalescence and Humility become 1/1 Enchantment Creatures without abilities after state based actions are checked.
33:00 Remove Enchantments doesn't put your opponents cards in your hand because you only return enchantments you control AND own. You have to meet both requirements
I can't believe he couldn't get that 😂
Why doesn’t it just “return all non aura enchantments you controll and all auras attached to creatures you control to their owners hands, then destroy all auras.
58:28
If a creature assigns its combat damage as though it were not blocked, the damage is assigned to the player or planeswalker that the creature is attacking during the relevant damage step(s).
Illusionary Mask. The OG way to sneak Phyrexean Dreadnought and Eater of Days onto the battlefield.
I loved this video. Lets do one for confusing card interactions too
When I started playing MTGO I bought up all of these confusing cards because I guess I love jank, and MTGO forces the cards to resolve correctly so you learn how they are supposed to work. I tried to win by forcing my opponent into errors due to not knowing how the cards worked.
Chains of Meph; prevents card advantage, if you want more than +1 card a turn you have to lose one first, discarded from hand if possible, milled if not
Wheel of Misfortune; everyone who chose the highest number take that much damage, but the people with the lowest number will get no effect. So choose how much damage you're comfortable taking to get to discard hand and draw 7. (if everyone has the same number, take damage and don't wheel).
Word of Command; you force target opponent to reveal their hand and play 1 card. The weird specification makes it so you can choose what lands are tapped to produce mana for that spell (for some reason you can't tap creatures to produce mana for it), but you can't control their turn beyond forcing that one card. You can make them be mana-inefficient with their lands in the process, but you can't tap their lands unless they pay for the spell.
It's weird that it says you control them while Word of Comand is resolving Then you maintain limited control while the chosen spell resolves, you may "control" the spell's on-cast effects until it finishes resolving. Also, nothing in the text suggests they should be able to counter their own spell, considering you are controlling them it suggests the opposite, maybe you only get to look at their library while they search, and you don't get to pick for them.
(I couldn't make it sound easy) :(
The problem with wheel of misfortune is that there is no reason anyone would choose a number that isn't as low as possible, but in essence it works like this:
Example: There are 4 people playing commander. Say each player chooses a number then reveals it with the numbers chosen as follows:
1, 2, 3, 4.
1 is the lowest and 4 is the highest.
In this example everyone chose a different number.
The player who chose 4 takes 4 damage.
Then, the players who didn't choose the lowest number (that is, the players who's numbers were 2, 3, and 4) discard their hand and draw 7.
When it says "the players who chose/didn't choose" it is referring to when the players chose their numbers secretly.
This card basically is supposed to screw with anyone who picks something other than the lowest number but again, there is no reason anyone would not choose the lowest number unless it is the case that if the lowest and highest number are the same (as in the case of everyone picking "1" as their number), then each player will have be considered to have chosen the highest number, which would be weird.
Wall of command - you controle all triggers that happen by that player. Eg. If there was a trigger that made them discard or sacrifice a creature you would choose what to discard or sacrifice. You get to look at their hand and any face down cards or and other cards they are allowed to look at.
53:58 I totally fucked up. I thought Stolen Strategy was Share the Spoils. I got them mixed up.
24:09 Sunbirds Invocation is one my favorite cards of all time!
Consider these in future:
Lulu, Forgetful Hollyphant (or any other card with specialize)
Cosima, God of the Voyage
Grizzled Huntmaster (worst complexity creep of Alchemy cards, even when contrasted with spellbooks)
Raiding Party (narrow color-hoser; locked to Orcs; highly ineffective)
Davriel, Soul Broker ("Terms and Conditions", the card)
Roxi, Publicist to the Stars
Captain Rex Nebula
Just two more "is:funny" cards - Old Fogey, Spark Fiend.
Illusionary mask - the counters are there to show you didnt pay less than you should have. You can pay more but not less and you must meet the colour requirments.
Its a method of storing a creature without having it fully enter the battlefield - if you are playing against an oponent that makes you discard, this means it cant be removed from your hand and it doesnt fully show the danger of it and delays etb
Illusionary Mask got errated when morph was released to be more like morph. You didn’t read the original at all. The new oracle errata reverted the morph-style changes and made it back to the original intended functionality.
Mask is commonly used with Phyrexian Dreadnought. You can pay 1 to put Dreadnought into play. The card is flipped to 12/12 trampler when you attack or block with it.
Word of Command's art is so funny.
"Okay, so you want me to illustrate art for a card called Word of Command that's about a player controlling his opponent next turn? Hmm...how about two squinty eyes peering out from the black? A perfect representation of the card name/effect!"
1:08:00 Share the Spoil is lovely in a Tron or massively mana producing deck!
Pre-alpha Time Walk playtest text - "Opponent loses next turn" Unbeatable!
Couldn’t they just have changed the text WITHOUT changing the intended functionality by saying “target opponent skips their next turn”
For warp world, what happens with tokens? Do you shuffle the tokens into your library too?
Yes and no. They add to the count so you can pull out smth from the library for each one of them but the tokens themselves just vanish.
@@nahuelkidunless you have played Claire D’loon
I've never understood the confusion behind wheel of misfortune. There's 3 possible results for players involved. Everyone that picked the lowest number gets nothing, everyone that did not pick the lowest or highest number get to wheel, and everyone that picked the highest number receive damage equal to that number and wheel.
I didn't have any confusion on any of them. A lot of unneeded text on the old cards but they aren't really confusing. The mask was bad because it lacked information on the card itself. The rest not very confusing
Impressive job getting takklemaggot off the rip!
Thing to remember for 90s kids every card before mirage was read and re-read endlessly because we had so few cards and obsessed over every facet of the game.
Except, he says that it damages the original caster at the end, but the card says that it damages "that player" meaning the last one who had a creature die with takklemaggot on it.
doesn't ice cauldron turn everything into instants and give creatures flash? Or rather 1 card each turn, cause you spend mana to exile it, the tap cauldron to cast the sorcery or creature card immediately (presumably on your opponents turn). Also you could use it to play around counter magic, exile one card turn 5, turn 6 play the exiled card (its gets countered) without sending mana again, now you have all your mana up and you burned your opponents counter spell + mana, now you play turn 6 not afraid of counter magic. (seems like it could be useful in a limited/draft situation)
Ice cauldron is like lay away, you put the spell away and pay half down, then half when you cast it.
Goblin game is a part of those sub game cards like shaharazad where you take a break from the current game to play another more convoluted.
Remember to always put your trampler in front of your opponent's puny little dinky guy
30:00 Ice Cauldron looks like it would only be useful to protect a spell from being removed from your hand from cards like Duress. Spend the mana now and play the spell next turn.
It's actually a lot more interesting than that: You don't need to have the entire mana necessary to play the exiled card when you exile it. Say there's a 10 mana spell you want to cast next turn, but you only have 5 mana this turn. You can store the 5 mana away, and combine it with your 5 mana next turn to cast the 10 mana spell.
I loved Ante, it spiced up the game and it put something on the line. A reason to play and to win!
Also when i was a kid, we use to do trades and sometimes you would try to trade a card with someone and he didnt want nothing from your cards or was asking something completely ridiculous... But suddenly you play Ante and he lose the game and a card from his deck that he wants back... suddenly his alot more into trading something to get his card back!
22:00 Why does the card text for Illusionary Mask say you turn the creature face down as a 0/1 but the oracle text and rules explanation says its a 2/2?
The version of the card he showed was for magic online. The actual paper printing doesn't say what the power and toughness is on the card so the rules change for it treats it as morph creatures being face down which are 2/2
Ahhh I totally forgot about the Licid cards. There's 12 of them and they're all really weird!
9:11 Word of Command essentially forces the opponent to play a card against themselves. What I don't understand is why it says you control the player until WoC resolves. Does that mean they can't counter it because you are controlling them until it resolves? But if so, why does the rules explanation say that opponents will often cast their instants in order to prevent the caster of WoC from choosing those cards. That defeats the purpose of the card and means you aren't controlling them.
The explanation is saying that people will usually dump their hand of instants in response to Word of Command (while it's on the stack before it starts resolving). And the whole thing about controlling the player is so that you can make all choices about how to cast the spell, e.g. what lands to tap, targets to pick, and modes to choose. You stop controlling them when all those choices are made and WoC is done resolving, but the spell you chose is still on the stack at that point and the opponent could then decide to counter it.
Basically playing word of command on someone makes them have to play stuff they were holding. Like they are holding kill cards for when they get attacked instead they are forced to use them before you make them kill their own creatures with thier kill cards
57:08 the point is you can partially pay for a spell
Riggers and contraptions were a part of unstable
I use illusionay mask in my golgari vintage deck.
Its always a fun adventure trying to use. 😂
46:20 totally sounds like something a Narset player would do.
Opalescence doesn't effect itself, so it does not become a creature, so Humility doesn't do anything to it. All other enchantments are creatures, per Opal, and so are affected by Humility. Thus, they are 1/1, and have no abilities, since Humility overwrites every creature's stat block specifically, regardless of what it was initially. Pretty straight forward?
Wheel is simple why does everyone get confused by it? Everyone picks a number. The player who picked lowest number does nothing, all other players discard their hand and draw 7 cards. All players that picked the highest number looses that much life.
I.e. if you didnt pick the highest number you dont loose life
E.g. 4 players.
Player 1 picks 5
Player 2 picks 3
Player 3 pick 5
Player 4 picks 2
Player 1 and 3 are delt 5 damage. Player 4 does nothing. Player 1, 2 and 3 discard their hand and draw 7 cards.
Is there a way to show the live chat on replay? I've seen it on other channels
The zilorthra blowing your mind blew my mind 😂
Pick a number. Any number. Whoever chose lowest does nothing. Everyone else discards their hand and draws 7 cards. Whoever chose the highest number loses that much life. It says each player to clarify what happens in a tie
get this man a slushie. These are the mechanics that needed 4 practice games with a game room vendor to help people learn how to use their hand.
elkin bottle doesnt work within the rules of the game.
The game has no way of tracking individual cards that change zones without the use of counters.
This was famously an issue in a tournement involving Void Maw
"why did they add gambling to the game?"
"Psst... Hey kid. You wanna find a chase mythic?"
You control that player... concede.
Its the Imperius curse for MTG.
Chains of Mephistopheles is the crown jewel of my collection. I love that card.
Just wondering this; is there any mtg format where ALL cards are legal?
Playing at home with people who don't care about banned cards
@nikachu mtg live - some of the cards were updated to be more readable (like takklemaggot) the original text is even worse on these. Recommend you jump to original printing whenever doing one of these just to show how bad they were when originally printed
i should have asked for the og text on Lure of Prey lel
ice cauldron exists to let you partially pay for spells
I'm getting sick of people shitting on chains of mephistophiles.
It just makes you discard first if you draw "unnaturally", and if you cant, you mill 1
Any un-card that references contraptions. I have never seen rules explaining how they work. Also cards with keywords like monarch, initiative, and background.
Contraptions are artifacts that have to be assembled by another card. There are about 30 cards from unset mostly unstable, that mention them.
At the start of the game you have a token with three sprockets. Which is a special zone on the battlefield where contraptions are assembled. You have a CRANK! counter placed on sprocket 3. At the beginning of your upkeep you move the CRANK! counter to sprocket 1, or to the next sprocket (1,2,3 back to 1). If there happens to be a contraption that is on that sprocket location then that contraption is cranked.
Contraptions have their own special deck and graveyard. Called contraption deck and scrapyard. When you assemble a contraption you draw it from your contraption deck, and place it on a sprocket.
Each contraption is an artifact on the battlefield and spells that interact with artifacts can also interact with contraption.
When a contraption is cranked it will activate its ability "draw a card," "creatures get +2/+0 until the end of turn," and the like.
First put out erzas glasses then word of command. If they try to play anything in response I look at your hand. This causes the word of command be untouchable... 😂
What? No shahrazad? I know a lot of us know how it works now but I only started playing only a couple years ago and when I saw it I just was flabbergasted
Did anyone mention "Raging River?"
Yes they just skipped past it because it isn't confusing at all
I think this video/stream idea can work, but probably has to be prepped a bit tighter. Largely due to the concept, not as much on you. Have a good weekend bro!
When reading the card explains the limitations of the English language.
wait.......
word of command to cast an opponents word of command???
Who is controlling who? Both players control both players?????
help
This is painful because Nikachu has trouble understanding normal cards.
none of these are normal cards :P
They are wasting so much space and money saying his or her....its as simple as saying "their" lolol
Wizards has errata'd all the cards to They/Their. All new cards are printed like this.
Wow, this stream gave me a brain aneurysm, as the title suggests these cards are mind benders for sure!
Mana web would have been great
Missed Dead Ringers, which is impressive for being so confusing with so few words.
"Destroy two target nonblack creatures unless one is a color the other isn't."
Basically, you can kill two creatures so long as they have the exact same color identity and black isn't part of that identity. So you could destroy two Azorius creatures, but not a blue creature and an Azorius creature or an Azorius creature and a Jeskai creature. It's a fairly simple effect, but the way it's worded means you probably need a couple reads to understand it.
Illusionary mask. What is this.
I got you
No one comments after 20 hours being posted? How sad
It's generic and Bland content. What's there to say!
"After 20 hours being posted? How sad.
There you go now at least on guy made the comment for you
The streams are private for a day before being uploaded as VODs.
@@testshietchannel nickachu is so cringe and annoying anyway
I CAN'T imagine the mental gymnastics it must take for someone to sit down and write a comment about how there's no comments on a VOD. With a literal live audience. That you can see commenting during the video. The SMOOTHEST brain.