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Post by Karda Jadefire on Mar 13, 2004 10:03:05 GMT -5
Ok, I started playing MTG too late to figure out: What is phasing? What does it do? I have a feeling that all the cards I have that have "phasing" might be pretty good, but I can't use 'em because I don't know what phasing is.
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Post by kemykal on Mar 13, 2004 13:44:09 GMT -5
it is times like these that i am glad i have the Comprehensive Rulebook on my computer. 502.15 - Phasing 502.15a - Phasing is a static ability that modifies the rules of the untap step. [CompRules 2003/07/01] 502.15b - During each player's untap step, before the active player untaps his or her permanents, all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player's control phase in. (See Rule 217.8, "Phased-Out," and Rule 302.1.) [CompRules 2003/07/01] 502.15c - If an effect causes a player to skip his or her untap step, the phasing event simply doesn't occur that turn. [CompRules 2003/07/01] 502.15d - Permanents phasing in don't trigger any comes-into-play abilities, and effects that modify how a permanent comes into play are ignored. Abilities and effects that specifically mention phasing can modify or trigger on this event, however. Permanents phasing out trigger leaves-play abilities as usual. (Because no player receives priority during the untap step, any abilities triggering off of the phasing event won't go onto the stack until the upkeep step begins.) [CompRules 2003/07/01] 502.15e - When a permanent phases out, all damage dealt to it is removed. [CompRules 2003/07/01] 502.15f - A card that returns to play from the phased-out zone is considered the same permanent it was when it left. This is an exception to Rule 217.1c, which stipulates that a permanent "forgets" its previous existence when it changes zones. [CompRules 2003/07/01] 502.15g - Effects with limited duration and delayed triggered abilities that specifically reference a permanent will be unable to further affect that permanent if it phases out. However, other effects that reference the permanent (including effects with unlimited duration) can affect the permanent when it returns to play. Example: A creature is affected by Giant Growth and then phases out during the same turn. If the creature phases back in somehow before the turn is over, it won't get the +3/+3 bonus from the Giant Growth because its effect has a limited duration. [CompRules 2003/07/01] 502.15h - Phased-out cards "remember" their past histories and will return to play in the same state. They "remember" any counters they had on them, any choices made when they first came into play, and whether they were tapped or untapped when they left play. They also "remember" who controlled them when they phased out, although they may phase in under the control of a different player if a control effect with limited duration has expired. Example: Diseased Vermin reads, in part, "At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it." If Diseased Vermin phases out, it "remembers" how many counters it has and also which opponents it has previously damaged. When it phases back in, it will still be able to target those opponents with its upkeep-triggered ability. [CompRules 2003/07/01] 502.15i - When a permanent phases out, any local enchantments or Equipment attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An enchantment or Equipment that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. [CompRules 2003/10/01] 502.15j - If a local enchantment or Equipment phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was enchanting or equipping and returns to play attached to that permanent. If a local enchantment phases in and the permanent has left play or is no longer legal to enchant, the enchantment returns to play and then is placed in its owner's graveyard afterwards. This is a state-based effect; see Rule 420. If an Equipment phases in and the permanent has left play or is no longer legal to equip, the Equipment returns to play and then stays in play, not equipping anything. This is a state-based effect; see Rule 420. [CompRules 2003/10/01] 502.15k - Permanents that phase in keep the same timestamps (see Rule 418.5d and Rule 418.5e) they had when they phased out. This doesn't change the fact that the permanents phase in simultaneously, however. For example, if two Legends with the same name phase in, they both go to their owners' graveyards. [CompRules 2003/07/01] 502.15m - A permanent that phases in can attack and tap to play abilities as though it had haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to attack and tap to play abilities until it changes controllers or leaves play. [CompRules 2003/10/01] 502.15n - A spell or ability that targets a permanent will resolve normally with respect to that permanent if the permanent phases out and back in before the spell or ability resolves. [CompRules 2003/07/01] 502.15p - Multiple instances of phasing on the same permanent are redundant. [CompRules 2003/07/01]
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Post by Karda Jadefire on Mar 13, 2004 14:23:59 GMT -5
That was... umm... comprehensive. It didn't quite answer my question, though. What exactly does a creature do when it phases out? How do you know which creatures are pahsed out and which are phased in?
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Post by kemykal on Mar 13, 2004 14:55:17 GMT -5
That was... umm... comprehensive. It didn't quite answer my question, though. What exactly does a creature do when it phases out? How do you know which creatures are pahsed out and which are phased in? well thats a bit more narrow of a question. you just asked what phasing was, so i told you exactly what phasing was. anyway, when a creature phases out, it is removed from the In Play Zone and any Leaves Play abilities will trigger (these triggers are not put on the stack until the beginning of that player's upkeep however). since the creature is removed from the In Play Zone, you remove it from the board and put it aside, as if it were removed from the game. keep these seperate from the RFG pile, though, because they are not technically removed from the game, they are just in the Phased Out Zone. the way you tell the difference between phased out creatures and phased in creatures is that phased out creatures are in the Phased Out Zone while phased in creatures are in the In Play Zone. hope that helped.
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Post by Karda Jadefire on Mar 13, 2004 16:21:57 GMT -5
Well, it's more info than I had before. T'ankee kindly.
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Post by kemykal on Mar 13, 2004 16:48:33 GMT -5
you're welcome. please come again. no, really. i get very lonely here.
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Post by Karda Jadefire on Mar 13, 2004 17:58:42 GMT -5
Nah... I think I leave you to die a lonely death... Actually, I don't really have any more questions regarding rules... so... **gets bored and starts twiddling thumbs**
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Post by Elfie on Mar 19, 2004 1:48:10 GMT -5
One, two, three, four, I declare a thumb war! Begin!
*wins*
Well that was far too easy.
*leaves*
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Post by piñata on Mar 19, 2004 9:46:07 GMT -5
If this were an RPG, I would be obligated to give you a warning for God Moding.
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Post by Elfie on Apr 9, 2004 22:50:51 GMT -5
Hey, but its not. Besides, I don't think Kemy minds. He wins most of the time.
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Post by kemykal on Apr 11, 2004 1:41:47 GMT -5
*arms self with spiked, steel-reinforced, electrocharged thumb brace*
ok, best two out of three. ;D
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Post by Mochan on Jun 1, 2004 12:05:02 GMT -5
Phasing cards are typically crappy actually.
When a creature phases out, "leave play" effects trigger. When it comes back, though, "come into play" effects do not triggter.
Phasing sucks because you basically get half a creature. They are cheap but still aren't really worth it.
However, you can play lots of tricks with phasing. For instance, you can cast Jokulhaups while the creature is phased out, and next turn it's back while the board is clean. I also used to use spatial binding to keep it play permanently after doing a jokulhaups.
You can also cast phasing on something like a Floodgate, so each time it phases out it kicks enemy crud.
Phasing effects that can be activated are especially useful for avoiding enemy fire, for instance rainbow efreets with phasing are nigh unkillable for a blue player with enough mana.
All in all though phasing isn't really an advantage, it's more of a disadvantage.
By the way, another neat trick to try is to cast Teferi's curse or similar phasing enchantment on that shadow seer that lets you draw a card when it leaves play. It's a free draw every other turn with the curse.
I think there's a Teferi's Veil card that lets you activate the phasing with blue mana. Imagine drawing a card for 2 mana every turn.
What other cards can you think of to combo with phasing?
EBP: Merged double post.
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Post by DarkAngel on Jun 1, 2004 18:26:03 GMT -5
Hey Mochan! Good to see we actually got someone who is interested in M:TG come by:) The only real use I have discovered for phasing are all the nightmare creatures...But those combos are old:
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Post by piñata on Jun 2, 2004 8:39:13 GMT -5
What other cards can you think of to combo with phasing? Well, activating Avizoa's ability can keep your creatures phased in (or out if you know your opponent's about to do something drastic -- for example, if they have a tapped Disk in play) for an extra turn. Of course, then you don't get to untap lands, etc. -- but if you're running at least one critter that doesn't tap to attack (since we're talking blue here, I'd recommend Bay Falcon) and are careful not to tap yourself out (or, better yet, just run a U/G combination so you can cast spells and activate abilities to untap stuff) then it shouldn't hurt you too much. There's also a card called Time and Tide that causes phased-out creatures to phase in and phased-in creatures to phase out -- you can probably come up with some pretty interesting stuff there. Sands of Time is pretty good, too -- at least, it's far superior to Stasis, because there's no upkeep cost and with Sands of Time you can tap yourself out and then get a full untap phase next turn. That's about all I can thoink of for now.
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