Animate and Pump Effects should use StaticLayer
for Continuous Effects happening in the right order or maybe be affected by dependency, Animate and Pump might need to use Static Abilities
this might also be needed when talking about linked abilities
If possible, it would be ugly if they would appear as Effects in the Command Zone
Instead of Command Zone effects possibly information in the Card Detail pane?
Someone mentioned in the Discord putting non-intrinsic stuff first in Card Detail, not sure I agree 100% but it is a thought.
for example which layers are affected by possible dependency Rules:
- 613.1d Layer 4: Type-changing effects are applied. Cards like Blood Moon or Graaz, Unstoppable Juggernaut applying to previous non-creatures that got animated
- 613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied. like Cavalry Master that refers to other creatures with abilities or stuff that makes the card loose all abilities
- 613.4b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer. Andrios, Roaming Explorer for example, the pump ability otherwise wouldn't make the static ability apply for these cards
for which Layer 4 and unlikely Layer 6 could have ways to cause a dependency Loop
Related example but without dependency: https://www.reddit.com/r/mtgrules/comments/i659qf/heliod_suncrowned_interaction_with_dance_of_the/
Related example but without dependency: https://www.reddit.com/r/mtgrules/comments/i659qf/heliod_suncrowned_interaction_with_dance_of_the/
that's slightly unrelated on that Pump Effects should use Layers, but more about that the Player might need to be forced to choose relative Timestamps (which might be annoying)
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