Conspire: Difference between revisions

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(Undo revision 48329 by GeoMike (Talk) oops this was supposed to be copied/saved to Persist)
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'''Persist''' is a [[triggered ability]]. Persist was introduced in [[Shadowmoor]].
'''Conspire''' is a [[keyword ability]] that allows the spell played to be copied if you tap two untapped creatures that share a color with that spell. Conspire was introduced in [[Shadowmoor]].


{{rules|text=
{{rules|text=
'''From the [[Comprehensive Rules]]'''
'''From the [[Comprehensive Rules]]'''
*'''502.79.''' Persist
*'''502.78.''' Conspire
**'''502.79a''' Persist is a triggered ability. "Persist" means "When this permanent is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it."
**'''502.78a''' Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Conspire" means "As an additional cost to play this spell, you may tap two untapped creatures you control that each share a color with it" and "When you play this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy." Paying a spell's conspire cost follows the rules for paying additional costs in rules 409.1b and 409.1f-h.
**'''502.78b''' If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.
}}
}}


{{rules|text=
'''For your reference [CR 409.1b,f-h]'''
*'''409.1b''' If the spell or ability is modal (uses the phrase “Choose one —” or “[specified player] chooses one —”), the player announces the mode choice. If the player wishes to splice any cards onto the spell, he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {{X}}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see rule 409.1f). You can’t apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player’s options when making these choices.
*'''409.1f''' The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text, and some effects may increase or reduce the cost to pay. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all cost increases and minus all cost reductions. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, they have no effect.
*'''409.1g''' If the total cost includes a mana payment, the player then has a chance to play mana abilities (see rule 411, “Playing Mana Abilities”). Mana abilities must be played before costs are paid.
*'''409.1h''' The player pays the total cost in any order. Partial payments are not allowed.
**'''Example'''<br>You play <c>Death Bomb</c>, which costs [[Image:Mana3.gif]][[Image:Manab.gif]] and has an additional cost of sacrificing a creature. You sacrifice <c>Thunderscape Familiar</c>, whose effect makes your black spells cost [[Image:Mana1.gif]] less to play. Because a spell’s total cost is “locked in” before payments are actually made, you pay [[Image:Mana2.gif]][[Image:Manab.gif]], not [[Image:Mana3.gif]][[Image:Manab.gif]], even though you’re sacrificing the Familiar.}}
==Rulings==
==Rulings==
*All the ''Shadowmoor'' cards with persist are creatures. If one of them somehow stops being a creature while it's in play, persist will still work.
*If you choose to pay a conspire cost of a multicolored spell, the two creatures you tap don't need to share a color with each other. Each one just needs to share a color with the spell that has conspire.
*Persist triggers when the permanent is put into a [[graveyard]]. Its last known information is used to determine whether it had any -1/-1 counters on it before it left play. If the card is removed from the graveyard before its persist ability resolves, it won't come back into play.
*You may pay a spell's conspire cost only once. (If a spell has multiple instances of conspire, you may pay each conspire cost only once.)
*If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to play, the next will do nothing.
*A copy created with conspire will have a conspire ability itself. However, since that copy wasn't played, its conspire ability won't trigger. You won't get another copy.
*If a token has persist, the ability will trigger when the token is put into a graveyard from play. However, the token can't return to play because it will have ceased to exist.
*The copy you create with conspire is separate from the original spell. If either one of them is countered, the other remains on the stack.
*When a permanent with persist is put into a graveyard and then comes back into play, it becomes a new object. It has no memory about its previous existence in play. It has "[[summoning sickness]]."
*If conspire's triggered ability is countered (by the [[Scourge]] spell <c>Stifle</c>, for example), no copy will be created. The original spell will be unaffected.
*If a creature with persist and some +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, it's put into the graveyard before any counters are removed from it. Persist won't trigger, and the card won't return to play.
 


[[Category:Keywords]][[Category:Magic rules]]
[[Category:Keywords]][[Category:Magic rules]]

Revision as of 11:47, 15 April 2008

Conspire is a keyword ability that allows the spell played to be copied if you tap two untapped creatures that share a color with that spell. Conspire was introduced in Shadowmoor.

From the ()


From the ()


Rulings

  • If you choose to pay a conspire cost of a multicolored spell, the two creatures you tap don't need to share a color with each other. Each one just needs to share a color with the spell that has conspire.
  • You may pay a spell's conspire cost only once. (If a spell has multiple instances of conspire, you may pay each conspire cost only once.)
  • A copy created with conspire will have a conspire ability itself. However, since that copy wasn't played, its conspire ability won't trigger. You won't get another copy.
  • The copy you create with conspire is separate from the original spell. If either one of them is countered, the other remains on the stack.
  • If conspire's triggered ability is countered (by the Scourge spell Stifle, for example), no copy will be created. The original spell will be unaffected.