Your opponent casts Persecute, targeting you. You have four cards in your hand – two copies of Flametongue Kavu and two copies of Fiery Temper. Everyone should understand what you mean. Hold on to them and say you are casting them with madness. To them I say this: Just remember to not put madness cards into the graveyard when you discard them. This example is very complicated, and may confuse newer players or players without strong rules knowledge. This will be sort of a "slow-motion instant replay," and it is, I suspect, how Magic Online will handle the madness mechanic. THE PLAY-BY-PLAYįor the very brave, let's go through a step-by-step example. If it's an artifact, creature or enchantment, put it into play when it resolves. If it's an instant or sorcery, put it into your graveyard when it resolves. You can only play it the very next time you could play an instant this turn. When this ability resolves, you have the option of playing the spell for its madness cost. If you remove it from the game, the second part of the madness ability triggers. When he or she passes next, he or she puts it into his or her graveyard."ĥ02.24b Playing a spell using its madness ability follows the rules for paying alternative costs in rules 409.1b and 409.1f.ĥ02.24c Any time you discard a card which has madness, you have the option to remove it from the game (to play it using its madness ability) or not. The phrase "Madness " means "If a player would discard this card from his or her hand, that player discards it, but may remove it from the game instead of putting it into his or her graveyard," and "Whenever this card is removed from the game this way, until he or she passes next, he or she may play it any time he or she could play an instant as though it were in his or her hand by paying rather than paying its mana cost. The second is a triggered ability that functions whenever the first ability is applied. The first is a static ability of cards that functions while the card is in a player's hand. THE OFFICIAL WORDįor the brave, the official rules for the madness ability are as follows:ĥ02.24a Madness represents two abilities. That's because they affect the total cost of the spell, not just its mana cost. You don't get another chance to play it later.Įffects that cause you to pay more or less for a spell (such as Nightscape Familiar or Feroz's Ban) will cause you to pay that much more or less for its madness cost, too. If you choose not to play a card with madness when it's discarded, it goes to your graveyard. Abilities such as Megrim's and Confessor's that trigger on a card being discarded, however, will still trigger. That means your opponent can't remove it "in response" to stop you from playing the spell with something like Cremate or Steamclaw. When you play a card with madness, it still counts as being discarded, but it doesn't actually get to your graveyard before you play it. When it resolves, it goes into play (if it’s a creature or enchantment), or into your graveyard (if it’s an instant or sorcery). It goes on the stack like any other spell and it can be countered like any other spell. After that, playing a card with madness is just like playing an instant from your hand, except you pay the spell's madness cost instead of its mana cost. Then, you get a chance to play instants and abilities (to generate the right kind of mana, for example). To play a card with madness, say that you're playing the spell as soon as you discard it from your hand. You can't discard a card with madness just because you want to, though. In effect, madness gives you the opportunity to play creatures, enchantments, and sorceries when you would normally only be able to play instants. You could discard to pay a cost, because a spell or ability tells you to, or even because you have too many cards in your hand at the end of your turn. Madness works no matter when or why you're discarding the card. Finally, if you choose not to play the card after all, it’s put into your graveyard, so that it can count towards threshold. Then, a triggered ability lets you play the spell for its madness cost the next time you get a chance to play an instant. The "white board" in R&D during the design of madnessįirst, a replacement effect optionally removes the card from the game for a short time, keeping it safe from your opponent’s tricks. To do this, we combined different types of effects into a single keyword ability. Our task was to create an ability that would let you play a card whenever you discard it, allowed the spell to be countered, and didn’t let your opponent "mess" with the card you were going to play. Madness is one of the most complex abilities that the Magic R&D team has ever designed.
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