Frage: Fähigkeiten!

  • 502.10. Banding


    502.10a Banding is a static ability that modifies the rules for declaring attackers and assigning
    combat damage.


    502.10b As a player declares attackers, he or she may declare that any number of those creatures
    with banding, and up to one of those creatures without banding, are all in a "band." (Defending
    players can't declare bands but may use banding in a different way; see rule 502.10h.)


    502.10c A player may declare as many attacking bands as he or she wants, but each creature may be
    a member of only one of them.


    502.10d Once an attacking band has been announced, it lasts for the rest of combat, even if
    something later removes the banding ability from one or more creatures. However, creatures in
    a band that are removed from combat are also removed from the band.


    502.10e If an attacking creature becomes blocked by a creature, each other creature in the same
    band as the attacking creature becomes blocked by that same blocking creature.
    Example: A player attacks with a band consisting of a creature with flying and a
    creature with swampwalk. The defending player, who controls a Swamp, can block the
    flying creature if able. If he or she does, then the creature with swampwalk will also
    become blocked by the blocking creature(s).


    502.10f Banding doesn't cause attacking creatures to share abilities, nor does it remove any
    abilities. The attacking creatures in a band are separate permanents.


    502.10g If one member of a band would become blocked due to an effect, the entire band becomes
    blocked.


    502.10h A player who controls an attacking creature with banding chooses how combat damage is
    assigned by creatures blocking that creature. A player who controls a blocking creature with
    banding chooses how combat damage is assigned by creatures it blocks. If the creature had
    banding when it attacked or blocked, but the ability was removed before the combat damage
    step, damage is assigned normally.


    502.10i Multiple instances of banding on the same creature are redundant.


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    502.15. Phasing


    502.15a Phasing is a static ability that modifies the rules of the untap step.


    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.)


    502.15c If an effect causes a player to skip his or her untap step, the phasing event simply doesn't
    occur that turn.


    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.)


    502.15e When a permanent phases out, all damage dealt to it is removed.


    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.


    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.


    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.


    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.


    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.


    502.15k Permanents that phase in keep the same timestamps (see rules 418.5d and 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.


    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.


    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.


    502.15p Multiple instances of phasing on the same permanent are redundant.


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    502.3. Flanking


    502.3a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 309,
    "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a
    creature without flanking, the blocking creature gets -1/-1 until end of turn."


    502.3b If a creature has multiple instances of flanking, each triggers separately.


    Wenn Du noch Fragen hast, beantworte ich sie Dir gerne =)


    hth - AoL

    The death of a loved one. For they that remain, the wounds grow deeper and deeper...
    They that remain grow weaker and weaker, an agony incomparable, their hearts in bondage.

  • Zitat

    Originally posted by Genso:
    Habe ein paar Fragen, was bringt:


    Bündnisfähigkeiten


    Du kannst Kreaturen beim Angriff in einer Gruppe ("Band") angreifen lassen. Dabei muessen von diesen n Kreaturen in der Band mindestens (n - 1) Kreaturen Buendnisfaehigkeit besitzen.


    Sobald eine Teilmenge der Band geblockt ist, ist die gesamte Band geblockt. In dem Fall darf der Angreifer den gesamten Schaden verteilen (normalerweise bestimmt der verteidigende Spieler, wie seine Blocker ihren Kampfschaden verteilen)


    Zitat

    Originally posted by Genso:
    Instabilität


    Am Anfang Deiner Runde (Enttappsegment) gehen alle Deine Kreaturen im Spiel mit Phasing in die Phased-out-Zone und gleichzeitig kommen alle aus der Phased-out-Zone wieder ins Spiel. Diese Kreaturen verhalten sich so, als haetten sie Eile.


    Alle Faehigkeiten, die beim Verlassen des Spiels ausgeloest werden, werden auch tatsaechlich aufgeloest - aber alle, die beim Betreten des Spiels ausgeloest wuerden, gehen durch Phasing nicht auf den Stack.


    Local Enchantments und Equipments werden dabei indirekt ausgephased, i. e. sie gehen mit dem Permanent, das sie belagern, mit in die Phased-out-Zone.


    Zitat

    Originally posted by Genso:
    Flankenangriff(oder so ähnlich)


    Wenn eine Kreatur mit Flanking geblockt wird, kriegt jeder Blocker, der besagte Kreatur blockt, fuer jede Instanz von Flanking -1/-1


    Tolle Kurzerklaerungen, hm? Gibt sicherlich noch viele Details, die ich nicht erwaehnt habe, aber die kannst Du ja oben nachlesen =P


    hth - AoL

    The death of a loved one. For they that remain, the wounds grow deeper and deeper...
    They that remain grow weaker and weaker, an agony incomparable, their hearts in bondage.

  • Ja, hast natuerlich Recht, Martin


    hth - AoL

    The death of a loved one. For they that remain, the wounds grow deeper and deeper...
    They that remain grow weaker and weaker, an agony incomparable, their hearts in bondage.