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Arbiter of Knollridge and False Cure

 
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Rick Kunkel

External


Since: Apr 27, 2004
Posts: 29



(Msg. 1) Posted: Fri Nov 09, 2007 7:52 am
Post subject: Arbiter of Knollridge and False Cure
Archived from groups: rec>games>trading-cards>magic>rules (more info?)

So, how do these two interact? Educated guess on an example
follows...

Arbiter of Knollridge
6W
Creature - Giant Wizard
5/5
Vigilance
When Arbiter of Knollridge comes into play, each player's life total
becomes the highest life total among all players.

False Cure
Instant
Until end of turn, whenever a player gains life, that player loses 2
life for each 1 life he or she gained.

So, say that Tom is at 5 life, Dick is at 10 life, and Harry is at 15
life. Somebody plays Arbiter of Knollridge, which resolves.

Relevant rulebook bit:

215.5. If an effect sets a player's life total to a specific number,
the player gains or loses the necessary amount of life to end up with
the new total.

Harry has the highest life total. Tom gains 10 life to go up to 15.
Dick gains 5 life to go up to 15. False Cure's effect triggers and
resolves. Tom loses 20 life, killing him. Dick loses 10 life,
leaving him at 5. Harry is untouched, as he hadn't gained anything to
begin with.


One more related question:

Reverse the Sands
6WW
Sorcery
Redistribute any number of players' life totals.

This one is different, right? It doesn't trigger gain/lose life
effects?

Thanks,

Rick Kunkel

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David DeLaney

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Since: Jun 19, 2004
Posts: 996



(Msg. 2) Posted: Fri Nov 09, 2007 1:09 pm
Post subject: Re: Arbiter of Knollridge and False Cure [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rick Kunkel <NOSPAM-kunkel RemoveThis @w-link.net> wrote:
>So, how do these two interact? Educated guess on an example
>follows...
>
>Arbiter of Knollridge
>6W
>Creature - Giant Wizard
>5/5
>Vigilance
>When Arbiter of Knollridge comes into play, each player's life total
>becomes the highest life total among all players.
>
>False Cure
>Instant
>Until end of turn, whenever a player gains life, that player loses 2
>life for each 1 life he or she gained.

Before reading further: "your life total becomes Foo" is treated as gaining
or losing life, whichever is appropriate (215.5), so False Cure can trigger
off this event. Thus, if False Cure is in effect when Arbiter of Knollridge
(and you have no idea how much I want to type that as "Knowledge") 's triggered
ability resolves, each player first gains enough life, simultaneously, so that
all players are at the same life total (the former highest one), which triggers
False Cure's delayed triggered ability once for each player that gained life
this way. After all the False Cure abilities resolve, each player ends up twice
as far away from the highest life total as he started. (The one(s) that started
with that total don't move either way.)

>So, say that Tom is at 5 life, Dick is at 10 life, and Harry is at 15
>life. Somebody plays Arbiter of Knollridge, which resolves.

First, all go to 15 life. False Cure triggers twice; once for Tom and once
for Dick. The controller of the False Cure DTA orders those on the stack;
once they're done resolving, Tom ends up at -5 life and Dick at 5 life (and
Tom loses immediately after his False Cure resolves).

>Relevant rulebook bit:
>
>215.5. If an effect sets a player's life total to a specific number,
>the player gains or loses the necessary amount of life to end up with
>the new total.

Yep.

>Harry has the highest life total. Tom gains 10 life to go up to 15.
>Dick gains 5 life to go up to 15. False Cure's effect triggers and
>resolves. Tom loses 20 life, killing him. Dick loses 10 life,
>leaving him at 5. Harry is untouched, as he hadn't gained anything to
>begin with.

Yep.

>One more related question:
>
>Reverse the Sands >6WW >Sorcery
>Redistribute any number of players' life totals.

This sets one player's life total to another player's value, once for each
redistributed player, so 215.5 should apply here too.

>This one is different, right? It doesn't trigger gain/lose life
>effects?

No; you're gaining or losing life, if the new life total you get is different
from your old one. Why would you not be?

Dave
--
\/David DeLaney posting from dbd RemoveThis @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.

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Zoe Stephenson

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Since: Mar 30, 2006
Posts: 124



(Msg. 3) Posted: Sat Nov 10, 2007 8:01 pm
Post subject: Re: Arbiter of Knollridge and False Cure [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rick Kunkel <NOSPAM-kunkel.TakeThisOut@w-link.net> sent:
> So, how do these two interact? Educated guess on an example
> follows...

Arbiter of Knollridge {6}{W} Creature - Giant Wizard 5/5
/ Vigilance
/ When Arbiter of Knollridge comes into play, each player's life total
becomes the highest life total among all players.

False Cure {B}{B} Instant
/ Until end of turn, whenever a player gains life, that player loses 2
life for each 1 life he or she gained.

> So, say that Tom is at 5 life, Dick is at 10 life, and Harry is at 15
> life. Somebody plays Arbiter of Knollridge, which resolves.

> Relevant rulebook bit:

> 215.5. If an effect sets a player's life total to a specific number,
> the player gains or loses the necessary amount of life to end up with
> the new total.

This effectively defines all life-total adjustments as being seen as
the player gaining or losing the life.

> Harry has the highest life total. Tom gains 10 life to go up to 15.
> Dick gains 5 life to go up to 15. False Cure's effect triggers and
> resolves. Tom loses 20 life, killing him. Dick loses 10 life,
> leaving him at 5. Harry is untouched, as he hadn't gained anything to
> begin with.

Exactly so.

> One more related question:

Reverse the Sands {6}{W}{W} Sorcery
/ Redistribute any number of players' life totals.

> This one is different, right? It doesn't trigger gain/lose life
> effects?

It sets life totals to specific values, so 215.5 defines it in terms
of gains and losses, so the rest of the game can see those.

--
-- Zoe Stephenson, NetRep rec.games.trading-cards.magic.rules
Group FAQ: http://www.daeghnao.com/magic/faq/ --
--
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