Post by Baron Sengir on Dec 20, 2011 12:17:17 GMT -6
Its a subtle change but this is how optional abilities work now.
Traditionally, some abilities include the word ‘may’ as part of their text, indicating that their effect is optional. At Competitive and Professional REL, some additional triggered abilities and enters-the-battlefield replacement effects are considered optional. The player is not required to follow the instruction when the ability resolves, and if the ability is forgotten it will not retroactively be applied. An optional ability does one or more of the following things, and nothing else:
• Gains you life or causes an opponent to lose life.
• Puts cards from your library, graveyard, or exile zones into your hand or onto the battlefield. This includes drawing cards.
• Causes opponents to put objects from their hand or the battlefield into the library, graveyard or exile.
• Puts a permanent into play under your control or gives you control of a permanent.
• Puts +x/+x counters, or counters linked to a beneficial effect, on a permanent you control.
• Gives +x/+x or a beneficial ability to a target creature you control.
• Exiles, damages, destroys, taps, or gives -x/-x to an opponent's target permanent. If the ability could target
your own permanents, it is not optional unless that ability could target an opponent.
• Gives you additional turns or phases.
• Counters a spell or conditionally counters a spell, but only when cast by an opponent.
So, for example look at these two cards. Both do not use the word "May" but the first is optional and the second is not. Pitchburn Devils is optional because it only forces an opponent to lose life which is on that list of "May" abilities, but Dark Confidant is not optional because it does more than just putting a card in your hand.
For our casual games it doesn't mean much, of course, but its now official that if a player forgets to do a "may" ability, that players opponent doesn't have to retroactively go back and apply it.
Traditionally, some abilities include the word ‘may’ as part of their text, indicating that their effect is optional. At Competitive and Professional REL, some additional triggered abilities and enters-the-battlefield replacement effects are considered optional. The player is not required to follow the instruction when the ability resolves, and if the ability is forgotten it will not retroactively be applied. An optional ability does one or more of the following things, and nothing else:
• Gains you life or causes an opponent to lose life.
• Puts cards from your library, graveyard, or exile zones into your hand or onto the battlefield. This includes drawing cards.
• Causes opponents to put objects from their hand or the battlefield into the library, graveyard or exile.
• Puts a permanent into play under your control or gives you control of a permanent.
• Puts +x/+x counters, or counters linked to a beneficial effect, on a permanent you control.
• Gives +x/+x or a beneficial ability to a target creature you control.
• Exiles, damages, destroys, taps, or gives -x/-x to an opponent's target permanent. If the ability could target
your own permanents, it is not optional unless that ability could target an opponent.
• Gives you additional turns or phases.
• Counters a spell or conditionally counters a spell, but only when cast by an opponent.
So, for example look at these two cards. Both do not use the word "May" but the first is optional and the second is not. Pitchburn Devils is optional because it only forces an opponent to lose life which is on that list of "May" abilities, but Dark Confidant is not optional because it does more than just putting a card in your hand.
For our casual games it doesn't mean much, of course, but its now official that if a player forgets to do a "may" ability, that players opponent doesn't have to retroactively go back and apply it.