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Sun Titan, Fetch Lands, Elmo multiplicador
 Sun Titan, Fetch Lands, Elmo multiplicador
Romanni

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Posts: 178
Registro: 12/09/17

Postado em: 08/10/18 18:57
Em commander, se eu estou com 3 sun titan em campo por causa do Elmo, tenho só 1 fetch land no cemitério, posso buscar ela, ela estourar ela buscar um terreno, buscar ela de novo e repetir o processo 3x né? Mesmo tendo só 1 no cemitério, pq posso responder antes da habilidade do sun titan resolver e buscar a fetch land de novo que já vai estar no cemitério de novo né?

 
trodsen

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Registro: 06/12/14

Postado em: 08/10/18 19:21
a habilidade do sun titan da alvo. A partir do momento que a fetchland sai do cemitério pela primeira vez ela se torna um alvo inválido pras outras duas habilidades do sun titan, impossibilitando que a jogada aconteça como tu disse
 
Romanni

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Posts: 178
Registro: 12/09/17

Postado em: 08/10/18 23:21
Compreendo, mas só pra ter ctz mesmo, pq pensei que como eu iria estourar ela antes das outras duas habilidades dos sun titans resolverem e ela estaria no cemitério de novo quando a habilidade do segundo sun titan fosse resolver poderia trazer pro jogo de novo dando alvo nela, mas pelo que vc falou tem que já ter dado o alvo antes da fetch voltar pro cemitério né, pensei que poderia deixar pra dar o alvo de novo depois que ela já estivesse no cemitério de novo, já que resolveria primeiro do que as habilidades dos sun titans restantes...

Então quando a habilidade do sun titan entra na pilha o alvo imediatamente tem que ser dado né, sem tempo de resposta pra buscar 1x a fech, estourar e ela voltar pro cemitério...

Obrigado por esclarecer
 
trodsen

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Registro: 06/12/14

Postado em: 09/10/18 09:52
o que acontece é que pra tu colocar a habilidade do sun titan na pilha os passos que tu vai seguir são:

1. Colocar a habilidade desencadeada na pilha(ainda na declaração de atacantes)
2. Definir os alvos dela.

Tu vai repetir esse processo pra todas habilidades do sun titan e só depois disso os jogadores vão ganhar prioridade e vão poder por exemplo passar ela em sequencia para que ela possa resolver. As regras referentes a esse processo inteiro são extensas mas só a titulo de curiosidade vou colar elas abaixo:

603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 116, "Timing and Priority." The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.

603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.

603.3c If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 700.2.)

603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.

601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word "target" on the spell. However, if the spell uses the word "target" in multiple places, the same object or player can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)

Example: If a spell says "Tap two target creatures," then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places.