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Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Last week end I took my diagnostic test to be a DCI judge. My mind
boggled at the information that I lacked. If any one knows, I could
use some help with the break down of "the Legend rule" and 6 steps of
"casting a spell"
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Allan wrote:

> Last week end I took my diagnostic test to be a DCI judge. My mind
> boggled at the information that I lacked. If any one knows, I could
> use some help with the break down of "the Legend rule" and 6 steps of
> "casting a spell"
I don't have the information that you are looking for, but I found it
interesting that the legend rule recently went through a major change.
I suppose the test though would have been old format, eh?

stinkee
--
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Allan <Reglueddragoninc@yahoo.com> wrote:

> Last week end I took my diagnostic test to be a DCI judge. My mind
> boggled at the information that I lacked. If any one knows, I could
> use some help with the break down of "the Legend rule" and 6 steps of
> "casting a spell"

I don't know what you might mean with a "break down" of the legend rule.
It's a state-based effect: Before anyone gets priority, you check
whether that is an issue. If it is, you deal with it and move on.

And the steps of casting a spell can be found in the comprehensive
rules: Rule 409.1.
--
Daniel W. Johnson
panoptes@iquest.net
http://members.iquest.net/~panoptes/
039 53 36 N / 086 11 55 W
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

Reglueddragoninc@yahoo.com (Allan) writes:
> Last week end I took my diagnostic test to be a DCI judge. My mind
> boggled at the information that I lacked. If any one knows, I could
> use some help with the break down of "the Legend rule" and 6 steps of
> "casting a spell"

Well, the Judge Test is supposed to be a comprehensive test of
Everything. You need to really know all the tournament documents
(http://www.wizards.com/magic/comprules) really well. I suggest that
you hunt through them for your answers, as it'll be good practice for
looking up other information when you need it.

--
Peter C.
The generation of random numbers is too important to be left to chance.
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

On 21 Sep 2004 07:44:29 -0700, Allan <Reglueddragoninc@yahoo.com> wrote:
>Last week end I took my diagnostic test to be a DCI judge. My mind
>boggled at the information that I lacked. If any one knows, I could
>use some help with the break down of "the Legend rule" and 6 steps of
>"casting a spell"

Well... the Legend rule -changed- last weekend, so I'm not exactly surprised
if anyone gets it wrong for the next couple weeks. It now is a state-based
effect that applies any time two or more legendary permanents with the same
name are in play (as before, except now there's no need to also include
Legend creatures, since they no longer exist)... and puts -all- of them into
owners' graveyards. Instead of leaving one (the one that's been legendary
with that name in play the longest amount of time) in play.

The steps of casting a spell are 409.1a-1i: announce and move to stack,
modes splicing Xs variable costs additional costs alternate costs, targets,
clarification of possible extra targets, affecting targets different ways and
dividing stuff, determine cost, play mana abilities, pay cost, you're done. As
a very brief summary.

Dave
--
\/David DeLaney posting from dbd@vic.com "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. VISUALIZE HAPPYNET VRbeable<BLINK>
http://www.vic.com/~dbd/ - net.legends FAQ & Magic / I WUV you in all CAPS! --K.
 
Archived from groups: rec.games.trading-cards.magic.rules (More info?)

"David DeLaney" <dbd@gatekeeper.vic.com> schreef in bericht
news:slrncl22d8.g61.dbd@gatekeeper.vic.com...

***snip***

> The steps of casting a spell are 409.1a-1i: announce and move to stack,
> modes splicing Xs variable costs additional costs alternate costs,
targets,
> clarification of possible extra targets, affecting targets different ways
and
> dividing stuff, determine cost, play mana abilities, pay cost, you're
done. As
> a very brief summary.

So that is what "fireball for 7 to the dome" really means.
>
> Dave
> --


Greetz Nico