Epic: Difference between revisions
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==Rules== | ==Rules== | ||
{{CR| | {{CR|Fate Reforged|*'''702.49.''' Epic | ||
**'''702.49a''' Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 706.10. | **'''702.49a''' Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 706.10. | ||
**'''702.49b''' A player can’t cast spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. | **'''702.49b''' A player can’t cast spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. | ||
}} | }} | ||
{{CR| | {{CR|Fate Reforged|*'''706'''. Copying Objects | ||
**'''706.10.''' To copy a spell or activated ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, "[[Casting Spells]].") Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.{{CR Example|A player casts <c>Fork</c>, targeting an <c>Emerald Charm</c>. Fork reads, "Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy." Emerald Charm is a green instant that reads, "Choose one — Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.}}{{CR Example|<c>Fling</c> is an instant that reads, "As an additional cost to cast Fling, sacrifice a creature" and "Fling deals damage equal to the sacrificed creature’s power to target creature or player." When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.}} | **'''706.10.''' To copy a spell or activated ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, "[[Casting Spells]].") Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.{{CR Example|A player casts <c>Fork</c>, targeting an <c>Emerald Charm</c>. Fork reads, "Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy." Emerald Charm is a green instant that reads, "Choose one — Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.}}{{CR Example|<c>Fling</c> is an instant that reads, "As an additional cost to cast Fling, sacrifice a creature" and "Fling deals damage equal to the sacrificed creature’s power to target creature or player." When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.}} | ||
***'''706.10a''' If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704. | ***'''706.10a''' If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704. |
Revision as of 06:57, 28 January 2015
Epic | |
---|---|
Keyword Ability | |
Type | Spell |
Introduced | Saviors of Kamigawa |
Last used | Saviors of Kamigawa |
Reminder Text | Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose new targets for the copy.) |
Statistics |
5 cards 20% 20% 20% 20% 20% |
Scryfall Search | |
keyword:"Epic" |
Epic is a keyword ability of five sorceries from Saviors of Kamigawa. In keeping with that block's legendary theme, its design is intended to provide an answer to the question "What does it mean for an instant or sorcery to be legendary?"[1]
History
The ability has appeared on only one cycle of five cards, all sorceries:
- White: Enduring Ideal (Search your library for an enchantment and put it onto the battlefield)
- Blue: Eternal Dominion (search target opponent's library for a permanent and put it onto the battlefield)
- Black: Neverending Torment (exile cards from target opponent's library equal to the number of cards in your hand)
- Red: Undying Flames (deal damage to target creature or player equal to the CMC of the first nonland card you exile from the top of your library)
- Green: Endless Swarm (get a 1/1 token for each card in your hand)
Description
An epic spell is copied in its controller's upkeep on every turn for the rest of the game. If it has any targets, the player may choose new targets for the copy.
In exchange for this powerful ability, the player can't cast spells for the rest of the game. Since copies of a spell aren't cast, the epic spell's copies aren't affected.
Rules
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Lua error in Module:CR at line 549: Unknown error, multiple lookups .
Notes
- The copy of the spell put onto the stack doesn't have the epic ability, so exactly one copy is put onto the stack at the beginning of each of your upkeeps. (You don't get one, then two, then four copies, and so on.)
- Choices made while casting the original epic spell, as well as any alterations made to that spell, are copied. However, the epic ability does allow the player to choose a new target as the copy is put onto the stack.
- A copy of a spell is still a spell, and it can be countered.
- A player can't cast spells once he or she resolves a spell with epic, but that player can still activate abilities, his or her static and triggered abilities still work, and he or she can still attack and block.
- Putting a copy of a spell on the stack is not the same as casting a copy of a card. Abilities that put copies of spells directly on the stack work after the epic spell has resolved. Abilities that create copies of cards that you can cast still create the copies, but you can't cast them.
Interactions
Here is a list of things an owner of a epic spell can do after an epic spell has been played and resolved.
- He or she still has all phases; which means he or she will still untap, draw, attack, block, discard (using madness, however, is not allowed; it is casting a spell for an alternative cost), etc.
- He or she can still play lands; this is a game action that only requires the stack to be empty and the player to have priority during a main phase of his or her turn.
- He or she can use activated abilities on permanents of his or hers that are on the battlefield.
- He or she can use abilities which work outside of the battlefield. For example you can cycle cards as this isn't playing spells. (Some cycling actually triggers some abilities on the cycled card, e.g. when Decree of Pain is cycled, all creatures get -2/-2 until end of turn.)
- He or she can put a copy of a spell on the stack (e.g. Chain Lightning).
- He or she can use channel abilities.
Examples
References
- ↑ Mark Rosewater (May 09, 2005). "Epic Struggles". magicthegathering.com. Wizards of the Coast.