Sadly, he's attacking alone, so no one gets the benefit. Neither unit dies, no damage gets through to Wall's owner, and both troops have their health refilled at the end of the turn assuming they live to see it. Since many new players don't realize that blocking in and of itself doesn't require a monster to tap, they're often unaware of the useful block-tap technique. Your opponent swings with Accorder Paladin, and you decide to block with Druid.
However, you can simultaneously use her tap effect, which adds a green mana to your pool. Thus, she both blocks for which she only needs to be untapped at the declare blockers step, not in the actual clash and grants you her mana, serving as both a defender and ramp tool.
Unless an effect states otherwise, yes, you may block a lone attacker with as many applicable creatures as you like, a useful way to gang up on beefy foes. However, note that your opponent not you gets to determine the way their attacker's damage is divided between your forces.
For instance, if you blocked one attacking Paladin with two Druids, your opponent will probably assign all three of Paladin's damage to a single Druid enough to kill it. However, if your creatures had an effect like banding , you would instead be able to control your foe's damage, perhaps assigning two damage to one Druid and one to the other, letting both your units endure the encounter.
Many creature traits affect battle; we'll cover some of the most pertinent to blocking. Creatures with flying may block both aerial and land-based troops, but creatures without flying can't block flyers unless they have reach. Thus, flying is a great way to attack over your foe's potential guardians, as they'll be unable to defend unless they possess either flying or reach. Use this to safely bypass ground armies, especially in the green faction, which controls many powerful creatures but few who can protect against aerial assaults.
Gishath, Sun's Avatar has trample, vigilance, and haste. Trample When a creature with trample swings at you or a planeswalker you control, even if you block them, any excess combat damage they deal damage past your blockers' total toughness still gets through, so be wary of these bulldozing forces. However, trample doesn't have any relevance when blocking; even if your trample-bearing defender blocks and kills an attacking unit with power to spare, the leftover damage won't strike your foe.
Second, creatures disappearing after damage has been put on the stack leads to a ton of confusion and disbelief: How is that Mogg Fanatic killing two creatures? How did that creature kill mine but make your Nantuko Husk big enough to survive?
How can you Unsummon your creature and have it still deal damage? While many of us may be used to the way things are now, it makes no sense in terms of a game metaphor and only a bit more sense as a rule. The Fix: As soon as damage is assigned in the combat damage step, it is dealt. There is no time to cast spells and activate abilities in between; the last time to do so prior to damage being dealt is during the declare blockers step. This was a particularly tricky change to implement, as it had the potential to create bad experiences in situations where double blocking occurs and the defending player has access to a damage prevention ability or anything similar.
If damage was prevented to one creature, the attacker would just kill the other, which is unintuitive. Players expect to be able to use their healing spells to save creatures that are actually going to die.
To solve problems like these, during the declare blockers step, if a creature is blocked by multiple creatures, the attacker immediately announces an order in which that attacking creature will be assigning damage to the blockers.
When it comes time to actually deal the damage, lethal damage must be assigned to the first blocker before any can be assigned to the second, and so on. Now, in complex combat situations there will be some foreknowledge of which creatures are in the most danger before damage is dealt. This is not as sweeping as it sounds. In the majority of cases, creatures attack, creatures block, and combat looks the same way it did before—minus the chance for counterintuitive tricks after "damage on.
The Details: This changes what happens during the declare blockers step and what happens during the combat damage step. The first thing that happens during the declare blockers step is that the defending player big surprise! This works the same as before, with an addition.
If multiple creatures block the same attacker, the attacking player orders those blockers to show which is first in line for that attacker's damage, which is second, and so on. This is all part of the "declare blockers" action. Once that's done, players can cast spells and activate abilities. The first thing that happens during the combat damage step is that combat damage is assigned.
If an attacker is blocked by multiple creatures, the attacking player can divide its combat damage among them. The player starts by assigning damage to the first blocking creature in line. If lethal damage is assigned to the second one, the attacking player can move on to the third, and so on.
This works very similarly to trample. For the purposes of damage assignment, "lethal damage" is the amount of damage necessary for a creature to be destroyed, ignoring all abilities and damage prevention effects.
In other words, it's that creature's toughness minus any damage that's already been dealt to it or that is simultaneously being assigned to it. It doesn't matter whether that creature has protection, is indestructible, will prevent the next 8 damage that would be dealt to it, etc.
Even though you announce your damage assignments sequentially, the assignment process is treated as though it's simultaneous. It's like declaring attackers or blockers: A player announces what he or she will do, then the whole shebang is checked to see if it's legal.
If it's not, it's all wiped out, the game backs up, and the player starts again. Once everyone has announced legal damage assignment schemes, the damage is immediately and simultaneously dealt. Then state-based effects are checked, so creatures that have actually been dealt lethal damage are destroyed. Finally, players can cast spells and activate abilities. If you want to activate regeneration abilities, cast damage prevention spells, pump your creature's toughness, or do any other kinds of combat tricks, you now need to do so during the declare blockers step.
At that time, combat is deterministic enough to give you a good idea of what's coming. You'll be able to tell whether you need to regenerate your blocker, for example. The declare blockers step is also the time you need to determine whether you want to Unsummon a creature, sacrifice Mogg Fanatic , sacrifice a creature to pump up Nantuko Husk , or the like. An important aspect of the new combat damage system is that only creatures that are still on the battlefield—and still in combat—get to deal combat damage.
A creature can no longer start to swing its fist to punch, vanish from the battlefield, and then have that punch land. Let's look at an example. That's how I order them. During the combat damage step, I start by assigning the Behemoth's damage to Angel of Mercy. I can assign anywhere from 3 to Since all the damage will be prevented, I choose to assign the minimum, which is just 3. Next is Standing Troops. Since it's already been damaged, just 2 more is lethal, so that seems like a good number.
Then comes Suntail Hawk. I need to assign just 2 damage, but I might as well assign 3 so it'll be destroyed. Finally comes Savannah Lions. I have 2 damage left to assign. The Behemoth doesn't have trample, so I can't assign any of its damage to Aaron—it's all got to be assigned to the creatures blocking it.
I assign 2 damage to the Lions, even though that's more than enough to destroy it. The blockers that are still in combat assign a total of 8 damage to the Behemoth, then all damage is dealt. That may have seemed really complicated. But let's look at that again. After I Terror the Wall, the Behemoth is being blocked by four creatures. The Behemoth has 10 power. It takes only 9 power to assign enough damage to kill all the blockers, even though the one with protection won't die.
So I do. We know this will take some getting used to. Not only is it the biggest single change to the rules, but it actively makes cards such as Mogg Fanatic worse. Or, if you prefer, it returns Mogg Fanatic to its original functionality. Combat damage didn't use the stack when Tempest was released. We've been playing with this change for months, and we've found that the first part of the change having combat damage not use the stack is a positive move for the game as a whole, and the second part of the change doing different things with double blocking comes up amazingly infrequently.
That's the more complex part of the change, but it matters only when there's a double block, someone has a combat trick, and the situation falls somewhere between "kill all blockers" and "kill just one blocker. The Reality: There are two problems with deathtouch. One, the fact that it is a triggered ability leads to instances where a single creature needs to regenerate twice from a single source with deathtouch, which is unnecessarily hard to intuit.
Second, the deathtouch ability as currently worded doesn't work well under the new combat rules. The Fix: First, deathtouch is becoming a static ability. Creatures dealt damage by a source with deathtouch will be destroyed as a state-based effect at the same time lethal damage would kill them.
As a side effect, multiple instances of deathtouch will no longer be cumulative. Second, deathtouch allows a double-blocked creature to ignore the new damage assignment rules and split its damage among any number of creatures it's in combat with however its controller wants to.
The Details: I'm going to start on a tangent. The game continually checks for certain messy game conditions, and then immediately deals with them to clean up the game state. For example, if an Aura is on the battlefield but not attached to anything because the enchanted creature went away , the Aura is put into its owner's graveyard.
If more than one legendary permanent with the same name is on the battlefield, they're all put into their owners' graveyards. If a player has 0 or less life, that player loses the game. There are more, and these results are called "state-based effects. The next edition of the Comprehensive Rulebook will contain a new state-based effect, which I'll paraphrase here: "A creature that's been dealt damage by a source with deathtouch since the last time state-based effects were checked is destroyed.
The two events will now look exactly the same. There are two ramifications to this. First, if you want to regenerate your creature or bounce it, or sacrifice it, or whatever , you better do so before it's dealt damage by a source with deathtouch.
The grace period that used to exist while the deathtouch triggered ability was waiting to resolve is gone. Once that damage has been dealt, state-based effects will wipe out that creature immediately. Again, this is the same thing that happens if your creature is dealt lethal damage. Second, if your creature is dealt lethal damage by a source with deathtouch for example, if Drudge Skeletons is blocking Moonglove Winnower , a single regeneration shield is enough to keep it alive.
Two state-based effects are trying to kill the Skeletons one that deals with lethal damage and one that deals with damage from a source with deathtouch. Since all state-based effects are processed simultaneously, one regeneration effect will cover them both. The new rules care whether a damage source has deathtouch, which leads to notable changes in certain scenarios. Let's say a creature has both deathtouch and a damage ability, like a Prodigal Pyromancer equipped with Quietus Spike.
If the ability is activated targeting a creature, but the Pyromancer leaves the battlefield before it resolves, then the game determines the characteristics of the damage source by checking its last existence on the battlefield. If the Spike was still equipping the Pyromancer at the time the Pyromancer left, then the source has deathtouch just like the source is red, and the source is a creature. The creature that's dealt damage is destroyed. Wither already works like this in similar situations.
Under the old deathtouch rules, this wouldn't have happened because deathtouch wouldn't be around to trigger. Moving on to combat If a creature with deathtouch is blocked by multiple creatures, the declare blockers step works the same way. The attacking player still orders the blocking creatures to show which is first in line for damage, which is second, and so on. The ordering is irrelevant to the creature with deathtouch, but it's still done because the creature might lose deathtouch before combat damage is assigned.
When it comes time to assign combat damage, a player can divide damage from a creature with deathtouch as he or she chooses among any of the creatures blocking or blocked by it. If that seems familiar, that's how all creatures operated under the old system. You can ignore the ordering.
I order them like that. Now, during the declare blockers step, Aaron has to decide whether or not to activate Drudge Skeletons 's regeneration ability. He doesn't know whether I'll assign damage to them, but he knows that I could. Let's say he doesn't.
When the combat damage step starts, I can divide Moonglove Winnower 's damage however I want among the blockers. Let's say I have the Winnower assign 1 damage to the Snitches and 1 damage to the Skeletons. As soon as combat damage is dealt, Wizened Snitches , Drudge Skeletons , and Moonglove Winnower are all put into the graveyard at the same time.
One last thing. Now that "deathtouch" no longer means "When [this permanent] deals damage to a creature, destroy that creature," Cruel Deceiver and Venomous Fangs will be getting errata to revert to their printed functionalities.
The rest of the deathtouch cards were actually printed with the word deathtouch on them, so they'll change over to the new functionality. Creatures with vigilance do not tap when attacking Prior to being keyworded, these creatures' rules text read "Attacking doesn't cause this creature to tap" , meaning they can still be used during the opponent's turn to block.
Most creatures with vigilance are white. Haste is a keyword ability that allows a creature to circumvent summoning sickness. Creatures with haste can attack or use activated abilities with the or symbol in the activation cost even if they have not been continuously controlled by a player since the beginning of that player's most recent turn. Vigilance is a static ability that modifies the rules for the declare attackers step.
Attacking doesn't cause creatures with vigilance to tap. Multiple instances of vigilance on the same creature are redundant. Flash is a static ability that functions in any zone from which you could play the card it's on. Multiple instances of flash on the same object are redundant.
If you flash the creature in during the Declare Attackers step or earlier, you can block with that creature. You can do it after attackers are declared, but it's too late once blockers have been declared.
If a creature deals damage to another creature, and the damage-dealing creature has deathtouch , then the receiving creature has lethal damage causing it to be destroyed. Footnote 1. Second, all combat damage that's been assigned is dealt simultaneously. Write Your Answer. Similar Asks What is the best treatment for panic attacks?
Who attacked first in World War 2? Which country attacked first in World War 1?
0コメント