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View Full Version : EDH General + Fiend Hunter/Journey to Nowhere and similar



Offler
10-29-2012, 07:55 AM
If EDH general dies its controller may decide where he will put it - into graveyard or into Commander zone. If the EDH general is removed by some effect (Swords to plowshares for example) its controller usually puts it back to command zone.

I have encountered bit strange variation for EDH - "trap or non-trap mode". (can be referred also as Prison and Non-prison mode).

In trap mode if EDH general is exiled by Fiend hunter, Oblivion ring, Journey to nowhere or similar card the general MUST go under the "exiling" permanent.

In non-trap mode controller of EDH general/commander may decide whether to keep the general trapped under other card or put it into the Commander zone.

What are the official rules for spells like Oblivion ring when targeting EDH general/Commander?

cdr
10-29-2012, 10:18 AM
12. If a Commander would be put into a graveyard or exile from anywhere, its owner may choose to move it to the command zone instead.

http://mtgcommander.net/rules.php

Offler
10-29-2012, 10:37 AM
So it works I expected. Thanks for confirmation.

Offler
08-28-2013, 03:27 PM
So, few days ago I met our "ex-judge cheater" guy... I noticed him to drop 2 lands in a single turn, drawing multiple cards, but ...

Mystifying maze

He claimed following:
"when enemy commander attacks, I will use this land to exile his commander. If he decides to let him exiled, but not move him to command zone, I will cast Trickbind. Then his commander will be permanently removed from the game"

1. I believe he is wrong since second maze ability is "delayed trigger" and it cannot be divided from the first part which is causing creature to be exiled. He can counter whole ability.

but...

2. Oblivion ring
Commander becomes a target for Oblivion ring, and player decides to move commander to exile zone.
Oblivion ring is destroyed (leaves battlefield in different manner), and his second ability triggers, but gets countered by Trickbind.

I believe that in this scenario commander remains exiled for the rest of the game.

Koby
08-28-2013, 04:09 PM
Mystifying Maze has a delayed trigger, but the trigger is independent from the exiling ability. Stifling the first part will counter the entire effect. Stifling the delayed trigger will prevent the card from returning.

It would work just the same way as O-ring's triggers.

Assuming the choice to let the General remain exiled from an effect, the net result is a permanently exiled General for the remainder of the game.