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We'll take Geist of Saint Traft as a comfy example to talk about delayed triggers, missed triggers and copying tokens.
Translated by Witas Spasovski
Geist of Saint Traft
Geist of Saint Traft is two colors: white and blue, which is conveyed to us by the colored mana symbols in its cost.
Geist of Saint Traft is a legendary creature, so if other legendary permanents named Geist of Saint Traft are under your control, you need to choose one, then put all other into their owners' graveyards as SBA are performed. You may read about the “legend rule” in detail.
Geist of Saint Traft is mythic rare. This doesn’t mean anything in particular in terms of the game rules. A card’s rarity only indicates the probability of encountering it in a booster pack of the edition in which it was released with that rarity.
Geist of Saint Traft has two subtypes (or creature types) — Spirit and Cleric. Same as with colors, those are two values of one characteristic:
Geist of Saint Traft’s first ability, Hexproof is a static ability that functions only while the Geist is on the battlefield. It prevents your opponents from targeting the Geist with spells and abilities they control. This doesn’t mean that Geist of Saint Traft cannot fall under the effect of an opponent’s spell or ability. The clue word here is target. If an enemy spell doesn’t have this word in its text and it isn’t an aura (aura spells do target by definition), then Hexproof doesn’t protect the Geist. Hexproof also can’t help against effects of static abilities.
Now let us inspect Geist of Saint Traft’s second ability. This one is rather spectacular.
”Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with Flying onto the battlefield tapped and attacking. Exile that token at end of combat”.
Let us give a close look at the effect of Geist’s second ability. The first part of this ability invokes a creature token under its owner’s control. Here is one:
The Angel is put onto the battlefield tapped (as instructed by the effect) and attacking.
The next part of the effect is the creation of the delayed trigger.
Exile that token at end of combat.
This delayed trigger
Now that we are dealing with triggers, we need to mention what happens when a player forgets about his or her trigger.
Geist of Saint Traft’s trigger changes the visible game state: we don’t use invisible tokens =) Such a trigger is considered missed if the opponent moves to the next step (which is noticed when he or she allows an opponent to declare blockers).
If you face a forgetful opponent who controls a Geist, make sure you ask him or her whether you may block after the Geist has been declared attacker. His
In tournaments at Competitive REL, if you don’t want to see the token there (which I can totally understand), you don’t have to inform anyone. If you have some reason for your opponent to still get the Angel token (maybe you have cunning plans related to that Angel), you may call a judge. If your opponent realizes his or her error shortly after the trigger has been missed, he or she calls the judge. In any of these two cases, your opponent’s wish is not taken into account: you decide whether or not the trigger is put onto the stack.
In tournaments at Regular REL you may also keep silence when your opponent misses the trigger, but unlike Competitive, the judge may allow the opponent to put the Angel token onto the battlefield tapped and attacking. Note that some judges will not allow that and instead ask you just like at Competitive. Sounds too soft? Just think that at Regular we play casual regular tournaments - FNMs, Game Days, usual drafts etc. We don’t play these games for the sake of competition, but rather just for fun. The rules there are soft and not very strict towards inexperienced (for now) players.
The above is true only as long as the trigger was missed less than one full turn ago. If the trigger was missed before the beginning of last turn’s phase or step identical to the phase or step players are currently in, the judge will not take any action. A delayed trigger changing zones is a whole different story. This one doesn’t have a limitation period: the situation will be fixed even if multiple turns have passed since the error took place. As soon as the players realize the Angel token hasn’t been exiled whereas it should have, they must call a judge immediately.
In events at Regular REL, the judge will have the player exile the token immediately. At Competitive REL or higher, the judge will ask the opponent when he or she prefers to have the token exiled: immediately or at the beginning of the next phase.
Irina Samonova © 1999-2018
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