(as I have included in my last mail...)
T.10.1 - The Damage Prevention Step can be charted out like this:
[Fifth
Edition, Page 50]
1. Beginning of
Damage Prevention - Play all abilities which either trigger
on damage
being "assigned", or which automatically
prevent damage. Play these as a Series (see Rule T.9).
2. Main Part of
Damage Prevention - Play any number of
Batches (see Rule T.8) of spells and abilities which either
prevent or
redirect damage.
3. End of Damage
Prevention - Play all abilities which automatically redirect
damage or
which say they are played at the end of
damage prevention. Play these as a Series (see Rule T.9)
4. Damage is Successfully Dealt - Play all abilities which
trigger on damage being "dealt". Play these as a Series (see
Rule T.9).
5. Remove Dead Creatures a. Play any
Regeneration (see Rule G.32) spells and abilities on creatures
with
lethal damage. Play these in a Series (see Rule
----------------------------------------------------------
****** b. Destroy any creature with lethal damage *******
----------------------------------------------------------
> Hi Cory,
>
> I have found the flaw in Mike's argument.
>
> This is what he bases his argument on: (from Angelo's Rulings)
>
> > T.10.1 - The Damage Prevention Step can be charted
out like this:
> [Fifth
> > Edition, Page 50]
> > 1. Beginning of Damage Prevention - Play all abilities which either
> > trigger on damage being "assigned", or which automatically
> > prevent damage. Play these as a Series (see Rule T.9).
> > 2. Main Part of Damage Prevention - Play any number of
> > Batches (see Rule T.8) of spells and abilities which
either prevent or
> > redirect damage.
> > 3. End of Damage Prevention - Play all abilities which automatically
> > redirect damage or which say they are played at the
end of
> > damage prevention. Play these as a Series (see Rule
T.9).
> > 4. Damage is Successfully Dealt - Play all abilities which
> > trigger on damage being "dealt". Play these as a Series
(see Rule
> T.9).
> > 5. Remove Dead Creatures a. Play any Regeneration (see Rule G.32)
> > spells and abilities on creatures with lethal
damage. Play these in a
> > Series (see Rule T.9). b. Destroy any creature
with lethal damage
> (see
> > Rule K.12.4). c.Damaged players lose 1 life for each
point of
> > damage done to them.
> > 6. Play all abilities which trigger on creatures being destroyed.
Play
> > these as a Series (see Rule T.9).
> >
> > T.10.11 - Damage created during step 3, 4, 5 or 6 is collected
and
> handled
> > in a new Damage Prevention step which
> > immediately follows step 6. [bethmo 03/31/98]
>
>
> These rules are all correct. The flaw is that the en-Kor redirection
> ability is a normal activated ability, so it is played in step 2
(not
> in step 3, 4, 5, or 6. You can use the ability as many times
as you
> wish, redirecting damage back to the same en-Kor or to another creature
> (Mogg Maniac). All of this damage redirection is handled in
the current
> damage prevention step (according to rule T.10.11).
>
> If the en-Kor ability was actually automatic redirection (like a
Veteran
> Bodyguard), then yes, there would be a new damage prevention ability
(as
> automatic redirection is played in step 3) and the combo would not
work.
> But the en-Kor ability is not automatic, the player actually has
to
> announce the ability.
>
> Here are some more specific rulings about the en-Kor:
>
> Lancers en-Kor:
> Note - Also see Damage Redirection, Rule G.13.
> It can redirect damage to itself. [D'Angelo 03/17/98]
> When you redirect damage it stops being combat damage.
> [Duelist Magazine #17, Page 24]
> The Trample nature of damage is useless after it is redirected
since
> it only applies to combat damage and damage
is no longer combat
> damage after it is redirected. [D'Angelo
01/06/96]
> **You can redirect as much damage as you want during the damage
> prevention step, and damage is not considered
"dealt" until the
> end of the damage prevention step.
So it is possible to redirect
> more damage to a creature than that creature's
toughness.
> [D'Angelo 03/23/98]
> **You can redirect damage from an en-Kor to itself. [D'Angelo 06/05/98]
> Duelist Magazine #25, Page 30 is misleading when it says
that you can
> "redirect the damage dealt to the en-Kor
back to itself until no
> damage is left to 'trample through' to you".
What it means is that
> you can do this until none of the damage
is combat damage, so it
> will not trample through. The damage
is still there, it is not
> gone. [D'Angelo 04/06/98]
> **Cards which trigger on damage being "assigned", such as Justice,
> Benevolent Unicorn, and Furnace of Rath trigger
each time damage
> is redirected. [D'Angelo 06/05/98]
See Rule G.13.9.
>
> I have **'d the relevant rulings for the en-Kor/Mogg Maniac/Furnace
> combo.The original damage is done simultaneously and then after this
is handled
then the redirection will cause a new damage prevention phase, as well
as
damage resolution. After the first damage is processed and the
maniac is
killed the rest of the damage that was redirected will be lost because
the
target is dead and gone. (damage prevention step 5). This is
a rule as
well. I will include it at the end of this mail.
As far as beginning a new damage prevention phase, this MUST happen.
If
it does not happen then the damage will not be doubled. The step
one of
the damage prevention says to apply effects that trigger on damage
being
assigned. If you do not begin a new damage prevention the damage
will not
be doubled. See this ruling:
T.10.6 - Damage redirected during step 3 is not considered successfully
"dealt" during this damage prevention step.
See Rule T.10.11. [Fifth Edition, Page 51]
This is the rule about an invalid target for damage redirection:
T.10.7 - If the permanent is no longer a creature at the start of damage
prevention, the damage is never assigned and
is just ignored. [Aahz 11/08/96]
This will apply to a dead creature as well. There is a ruling
about
damage and invalid targets. Dan will tell you about his as well.
A blood
pit blocking a force of nature. If you sac the blood pit after
declaration of blockers you will take no damage. The damage is
applied to
a creature that is not there, and therefore it is lost. (kinda
silly I
think but that is the way it works.)