Daybound and Nightbound: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>Neoheart
No edit summary
>Piraeus
(Fix a lot of rules issues)
Line 1: Line 1:
{{Infobox keyword
{{Infobox keyword
| type = Triggered
| type = Static
| first = Innistrad: Midnight Hunt
| first = Innistrad: Midnight Hunt
| last = Innistrad: Midnight Hunt
| last = Innistrad: Midnight Hunt
Line 15: Line 15:


==Description==
==Description==
Daybound and Nightbound are [[Triggered ability|triggered abilities]] tied to the numbered of spells casted by the active player, with the effect being activating [[Day & Night|day or night]] designations (thus allowing the cards to be [[transform]]ed at the beginning of the next turn).
Daybound and Nightbound are [[Static ability|static abilities]].


When the game starts, it's neither day nor night. In most games, it will become day first. The most common way that will happen is if a permanent with [[daybound]] appears on the [[battlefield]]. In some uncommon cases, it may become night first because a permanent with [[nightbound]] appears first.  
When the game starts, it is neither day nor night. The most common way for this to change is for it to become day as a permanent with daybound appears on the [[battlefield]]. This occurs as the permanent enters the battlefield and does not use the stack. Spells and abilities can also explicitly cause it to become day or night.  


Once it's day or night, the game will be exactly one of those designations, day or night, going back and forth until the game ends. It can never return to being neither. And the whole game is either day or night. It's not a per player thing.
Once it's day or night, the game will be exactly one of those designations, day or night until the game ends. A game cannot lose its day/night designation entirely, and the designation is the same for all players.  


If it's day, each double-faced card with daybound and nightbound will enter the battlefield with its daybound face up. If it's night, each of them will enter nightbound face up. Note that this doesn't affect spells on the [[stack]].  
If it's day, transforming double-faced cards with daybound and nightbound enter the battlefield with its daybound face up. If it's night, they enter nightbound face up. Note that transforming double-faced cards have the characteristics of their front (daybound) face while they are spells on the [[stack]], even if it is currently night.  


There are two ways for the game's day/night designation to change. If it's day as a turn begins, and the previous turn's active player didn't cast a spell last turn, it becomes night. Similarly, if it's night as a turn begins, if the previous turn's active player cast two or more spells last turn, it becomes day. To help everyone keep track of day and night, a [[helper card]] that reminds you of these rules. Another way the day/night designation can change is when cards have [[effect]]s that just say it becomes day or night. This can happen at any point in the turn when the effect says so.
There are two ways for the game's day/night designation to change. If it's day as a turn begins, and the previous turn's active player didn't cast a spell last turn, it becomes night. Similarly, if it's night as a turn begins, if the previous turn's active player cast two or more spells last turn, it becomes day.  


As it becomes day, all double-faced cards with nightbound transform to their daybound faces. As it becomes night, all double-faced cards with daybound transform to their nightbound faces. In other words, these double-faced cards should always be in sync, no matter who controls them. What's more, permanents with daybound and nightbound can't transform any other way.
As it becomes day, all double-faced cards with nightbound transform to their daybound faces. As it becomes night, all double-faced cards with daybound transform to their nightbound faces. This does not use the stack, and is not a state-based action. Permanents with daybound and nightbound can't transform any other way.
 
To help players keep track of day and night, a [[helper card]] that reminds you of these rules was inserted into packs of [[Innistrad: Midnight Hunt]].


==Rules==
==Rules==

Revision as of 03:50, 16 September 2021

Daybound
(Nightbound)
Keyword Ability
Type Static
Introduced Innistrad: Midnight Hunt
Last used Innistrad: Midnight Hunt
Reminder Text Daybound (If a player cast no spells during their own turn, it becomes night next turn.)
Nightbound (If a player cast at least two spells during their own turn, it becomes day next turn.)
Statistics
18 Daybound cards
{W} 5.6% {U} 5.6% {B} 16.7% {R} 27.8% {G} 27.8% {R/G} 16.7%
18 Nightbound cards
{B} 16.7% {R} 33.3% {G} 33.3% {R/G} 16.7%
Scryfall Search
keyword:"Daybound"
keyword:"Nightbound"

Daybound and Nightbound are a pair of keywords introduced in Innistrad: Midnight Hunt.[1][2]

Description

Daybound and Nightbound are static abilities.

When the game starts, it is neither day nor night. The most common way for this to change is for it to become day as a permanent with daybound appears on the battlefield. This occurs as the permanent enters the battlefield and does not use the stack. Spells and abilities can also explicitly cause it to become day or night.

Once it's day or night, the game will be exactly one of those designations, day or night until the game ends. A game cannot lose its day/night designation entirely, and the designation is the same for all players.

If it's day, transforming double-faced cards with daybound and nightbound enter the battlefield with its daybound face up. If it's night, they enter nightbound face up. Note that transforming double-faced cards have the characteristics of their front (daybound) face while they are spells on the stack, even if it is currently night.

There are two ways for the game's day/night designation to change. If it's day as a turn begins, and the previous turn's active player didn't cast a spell last turn, it becomes night. Similarly, if it's night as a turn begins, if the previous turn's active player cast two or more spells last turn, it becomes day.

As it becomes day, all double-faced cards with nightbound transform to their daybound faces. As it becomes night, all double-faced cards with daybound transform to their nightbound faces. This does not use the stack, and is not a state-based action. Permanents with daybound and nightbound can't transform any other way.

To help players keep track of day and night, a helper card that reminds you of these rules was inserted into packs of Innistrad: Midnight Hunt.

Rules

TBA

Rulings

TBA

Examples

Example 1

Tavern Ruffian {3}{R}
Creature — Human Warrior Werewolf
2/5
Daybound (If a player cast no spells during their own turn, it becomes night next turn.)

Example 2

Tavern Smasher
Creature — Werewolf
6/5
Nightbound (If a player cast at least two spells during their own turn, it becomes day next turn.)


References