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Balance and Ancestral Visions issues..



 
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uberman



Joined: 05 Jun 2006
Posts: 101

PostPosted: Fri Nov 03, 2006 1:33 pm    Post subject: Balance and Ancestral Visions issues.. Reply with quote

Lets say my restore balance and ancestral visions go off simultaneously, do I draw the cards from visions before the restore balance resolves? or do I do the balance then draw the cards? Depending on which one happens, its a very big deal for my w/u keeper deck, because if I have 2 cards, and they have say 4, I drop them to 2, draw 3, then draw for my phase and have an insane 6 vs 2 card advantage. If its the other way, and I still got 2 cards in hand, I draw 3 and have to drop 1 (cuz he has 4) which essentially wastes the AV. Anyone got an answer for this?

Also I need to verify that 0 is an acceptable lowest total for balance purposes. I had no creatures and my opponent had 2, and he claimed he could keep 1 after balance since 0 doesn't count. I always figured if you have 0 land, 0 cards in hand, or 0 creatures, your opponent must also have 0 after it resolves.

Much thanks for any help.
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CrippleFight



Joined: 08 Aug 2006
Posts: 65

PostPosted: Fri Nov 03, 2006 1:36 pm    Post subject: Reply with quote

you choose the order in which the triggers resolve, so yes you can get the redic card advantage.

And yes zero is a number, he goes to a blank board. This tactic was used back in the day when the original balance was around to fix a loosing fight all too often.
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uberman



Joined: 05 Jun 2006
Posts: 101

PostPosted: Fri Nov 03, 2006 2:08 pm    Post subject: Reply with quote

awesomely quick response! I am gonna build around this since counters, control, and that kind of card advantage was what made the old keeper so nasty.

And if I can ask one more, an opponent can counter a suspended spell coming into play as if it were any other spell correct?
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CrippleFight



Joined: 08 Aug 2006
Posts: 65

PostPosted: Fri Nov 03, 2006 3:36 pm    Post subject: Reply with quote

yep, they can be countered just like any other spell because when the final counter is removed it says you may PLAY this spell w/out paying its cost.

Other little notes regarding suspend:
Teferi makes your opponents suspend spells stay removed permanantly if he is in play when the last counter is remvoed.
And if done properly a split second spell can act as a counter versus a suspend spell.
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FoxBat



Joined: 18 Oct 2006
Posts: 13

PostPosted: Fri Nov 03, 2006 4:38 pm    Post subject: Reply with quote

CrippleFight wrote:

And if done properly a split second spell can act as a counter versus a suspend spell.


I hope you aren't thinking of split second preventing anything being played until the entire stack is empty, like just about everyone does. After the split second spell resolves, players get priority and can play spells or abilities as they please again, on top of whatever's left on the stack.
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CrippleFight



Joined: 08 Aug 2006
Posts: 65

PostPosted: Sat Nov 04, 2006 1:27 am    Post subject: Reply with quote

I was refering to the kracken incident actually.
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Maelstrom21



Joined: 10 Sep 2006
Posts: 2
Location: Running ar

PostPosted: Thu Nov 09, 2006 9:42 am    Post subject: Reply with quote

Just to clarify CrippleFight's comment, here are some tricks you can do with split second cards vs suspend ones.

#1: If Deep-Sea Kraken is suspended with 1 counter left, you can play a split second spell to keep it removed from the game.

#2: Stonewood Invocation on targeting suspend spells like Phthsis, though that's a pretty no-brainer.

#3: Trickbind the suspend card as the last counter is removed and it triggers.

Note that #1 works since you played a split second card 'under' the Kraken on the stack. Since nothing can be 'above' a split second card on the stack, the Kraken sits removed from the game. However, you CAN NOT do this in any other case, since normal suspend cards will trigger well before you can try to slip a split second card 'under' it.
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