Sunday, April 20, 2014

"Game state" in Magic

One easily gets the impression that the Comprehensive Rules of Magic: The Gathering read like a legal document that defines the game with mathematical precision, to the utmost detail. However, this isn't always so.

One particular example is the concept of "game state". This term is used many times in the rules but, quite surprisingly, is not defined anywhere, not even vaguely or in passing. The exact definition of the concept can become important especially when the rules talk about "the same game state" (ie. when the "game state" is the "same" before and after an event.)

Practical example: Assume that it's your turn and you have a combo that allows you to increase the power of a creature without limit, and your opponent has a combo that allows them gaining an unlimited amount of life. If you say "I increase the power of my creature by a million", your opponent may respond to it with "I gain two million life". Are you then allowed to further increase the power of your creature (thus allowing your opponent to further increase their life total and so on, potentially ad infinitum)?

The answer is no: You can't repeat this process forever. The following rule forbids it from being continued:
716.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.
This means that you cannot further increase the power of your creature (at least not without doing something else first.) Note, however, the bolded part.

Surprisingly, the concept "the same game state" is not explicitly defined anywhere in the rules.

It cannot mean "the game state is identical" because in this particular example it's not: The power of a creature has changed, as well as the life total of a player. Clearly something has changed, and thus the game state is not identical to what it was before. However, officially this rule still applies to this situation (and thus you are not allowed to repeat the combo before doing something else first.)

So what does "the same game state" mean? It's undefined by the rules, and therefore up to a judge to decide. One can come up with an intuitive definition (ie. something that the people who wrote that rule probably had in mind), but this is nevertheless up to a judge to decide.

Friday, April 18, 2014

Phasing out equipment

Assume that you control a token creature that has been equipped with an equipment (for the sake of simplicity, let's say for example Flayer Husk is equipped to the token it creates). Then someone casts Reality Ripple targeting the token creature. What happens?


The token creature will be phased out. What happens to the equipment? The following rule specifies what happens:
702.25f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.
The equipment phases out alongside the creature. Because it phased out "indirectly", it won't phase in automatically during the player's next untap step.

But what happens to the token when it phases out?
702.25k Phased-out tokens cease to exist as a state-based action. See rule 704.5d.
In other words, both the token and the equipment will phase out, then the token will immediately cease to exist, and... the equipment will never phase in again, because it was phased out indirectly.

The equipment will remain phased out for the rest of the game (unless something specifically phases it in.) A phased-out permanent is treated as though it doesn't exist at all.

This is even more of a "remove from the game" than exiling is...

Thursday, April 17, 2014

Swirl the Mists

Swirl the Mists is an enchantment that says:
As Swirl the Mists enters the battlefield, choose a color word.
All instances of color words in the text of spells and permanents are changed to the chosen color word.
Assume that a player has cast it earlier, choosing white as the color. Then you cast Ulasht, the Hate Seed, which says:
Ulasht, the Hate Seed enters the battlefield with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control.
Will it look for red and green creatures you control, or white creatures you control?


Ulasht will have the color words in its text box replaced with "white" when it's a spell on the stack, and also when it becomes a permanent on the battlefield. There isn't a single moment, not even for a brief moment, that the color words are reverted back during the resolution of the spell. They are changed to "white" and remain so all the way, without ever reverting back.

This would seem to give a pretty easy answer to the question: It will look for white creatures you control when it's entering the battlefield?

Well, no. That's the incorrect answer. It will look for red and green creatures, as the original text says.

This is one of the most unintuitive, obscure and quirky aspects of the rules of the game. It's so quirky, in fact, that one could justly argue that it's an outright oversight (albeit probably one that would be difficult to fix without breaking something else.)

The thing is, Ulasht's first ability is an ETB replacement effect, and such replacement effects look "forward in time" to see how the permanent would look like when it's on the battlefield (before it actually happens). There's a specific list of things that are taken into account when looking at this hypothetical future permanent, and it so happens that Swirl's static ability is among some of the things that are not included in the list.

This means that the ETB replacement effect will look at how the permanent would look on the battlefield without Swirl's static effect, as if it didn't exist at all. In other words, the hypothetical future permanent will look unmodified, and thus the replacement effect will look for red and green creatures (even though the actual spell, and the permanent it becomes, at no point reverts back to its original wording.)


Edit (Oct 2017): New rules changes with the Ixalan set have changed this. After this rules change Ulasht will look at creature of the color specified by Swirl the Mists. It will get two +1/+1 counters for each creature of that color.