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But enough of this. Today we’re going directly into last week’s artifact battlefield and see examples of how they can be used in a game. Prepare for artifacts, artifacts, and more artifacts.
Last week’s battlefield position:
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Blue has a massive 6/4 (though it’s tapped), a commendable 4/2 that can shoot 2 damage when it dies, a pretty large 4/4, and a 3/4. Considering that Green has the lesser life, an attack here perhaps isn’t the best choice.
Green passes the turn to Blue who untaps his tapped cards (the 4 Islands and the 6/4 Razorfield Thresher) and draws a card from the top of his library. He casts a spell that allows him to draw another three cards
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Blue decides to attack with only three of his four creatures. Entering the combat zone is the Razorfield Thresher, the Perilous Myr, and the Soliton. The Stone Golem will hang back just in case.
Now Green definitely has a trick or two. He contemplates his options against this group of attackers and proceeds to block. Thus the combat zone becomes this:
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If no player chooses to cast any spells before damage happens, then the Thresher, the Servitor, and the Myr are confirmed dead creatures and the Soliton will swing home for 3 damage to Green’s life total. But Green indeed chooses to cast something. He taps two lands for two Green mana and casts a Green spell.
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Wurm’s Tooth allows you to gain life whenever someone casts a Green-coloured spell. It doesn’t matter who casts it and doesn’t matter whether it is an instant or sorcery, creature or enchantment. Any Green spell will net you a life point.
All right. Now that both players don’t feel like playing any other cards, combat damage takes place. The three aforementioned creatures die, leaving the Enatu Golem as the sole survivor of combat this turn. But the Myr does 2 damage to anything when it dies, which means that the Blue player may do this:
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The Golem had taken 4 damage from the Myr in combat. The Myr’s dying ability allows it to deal 2 more, which totals to 6 damage compared to the Golem’s 5 toughness. The Golem is history and Green gains 4 life with its death. Also, both players draw one card from the ability of the Runed Servitor.
After combat, Blue decides to cast one creature before passing the turn to Green, the creature being a second Perilous Myr. This is the revised battlefield:
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Green has one land untapped at this point. He taps it and his mana-generating Myr creature to gain 2 mana, and spends those resources to equip the Trusty Machete to the Angel.
That’s all he chooses to do before passing the turn. As long as he can protect his Angel, the game is a sealed deal.
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But Green doesn’t want to do that. Still on Blue’s turn, Green plays a second Naturalize to destroy Mind Control, and with a grin and a pat on the back he waits for Blue to understand who’s boss.
Before the second Naturalize happens (while its still on the stack) Blue plays a card called Cancel.
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“Destroy target spell.”
When you counter something, it’s similar to destroying the thing. The difference between “destroy” and “counter” is that you can only destroy something that is already on the battlefield. As for counter, you can only counter something while it’s on the stack, waiting to happen.
Counter (verb): to cancel out a spell on the stack. A spell that has been cancelled out is put directly into the graveyard without the spell happening.
Though it may seem that cards that counter spells are narrow because they only work when the opponent puts a spell on the stack, they are actually quite helpful. “Counter target spell” means the opponent’s card doesn’t even get a chance to happen. The opponent gets no benefit whatsoever from a countered spell.
Seems like we have gone far enough for today. Next week I’ll touch on more “counter” terminology and some we haven’t seen before. Until then, take care and good day.
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