Cast Out and Hixus -- which is right?

bk1234
bk1234 Posts: 2,924 Chairperson of the Boards
edited May 2018 in MtGPQ General Discussion
Hixus says when it pops all disabled opponent creatures are enabled. 

Cast Out says as long as it's on the board, creature stays disabled. 

Does a popped Hixus enable a Cast Out creature or does the Cast Out ability override the Hixus ability. 

How is this type of conflict handled in paper?

   

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Comments

  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    In paper this wouldn't really exist, since both cards exile until they leave, not tap (disable in PQ).

    Based on the paper version of Hixus, though, he should read the same as Cast Out.  The current wording was probably done as a shortcut for the effect when he was the only card that worked like that.  If that's the case, than this really is more of a change than a fix, since it technically wasn't broken (just lazy coding)

  • wereotter
    wereotter Posts: 2,070 Chairperson of the Boards
    Considering you can enable your creatures from Cast Out using Vizier of Tumbling Sands, then Hixus should also enable your creatures.

    However I can also see the argument used when it came to popping Hixus with Claustrophobia or another similar card was in play that it should enable your first creature, and Cast Out technically creatures a static effect of being disabled for whatever creature it hit for as long as it's in play. However if this is the direction they're going, then Vizier of Tumbling Sands should be adjusted to no longer work, and Cast Out should have its shield count lowered.
  • Brakkis
    Brakkis Posts: 777 Critical Contributor
    Hixus popping should enable any creature that has been locked down with Cast Out or any other temporary disable effect.

    The only thing that should stay disabled following a Hixus break is the creature stuck behind Desert's Hold and/or Suppression Bonds.
  • csonic
    csonic Posts: 28 Just Dropped In
    I believe this is being fixed in 2.7 being released next week.

    The Fix:
    "Creatures are no longer enabled, when Hixus, Prison Warden is Destroyed, while Cast Out is on the gem board in Battle"
  • bk1234
    bk1234 Posts: 2,924 Chairperson of the Boards
    csonic said:
    I believe this is being fixed in 2.7 being released next week.

    The Fix:
    "Creatures are no longer enabled, when Hixus, Prison Warden is Destroyed, while Cast Out is on the gem board in Battle"
    It seems the exact opposite to me. They are "fixing" something that is working as it is intended. When Hixus is popped it should enable Cast Out creatures. They are making it so it doesn't. 
  • ninjark
    ninjark Posts: 50 Match Maker
    It could fall under one of the Golden Rules of paper Magic:
     101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.
  • Enygma6
    Enygma6 Posts: 266 Mover and Shaker
    Hypothetical situation: Greg has managed to disable all 3 of your creatures with Desert’s Hold (slot 1), Cast Out (slot 2), and Hixus (slot 3).  
    You destroy the Hixus (without causing a crash), which if any of your creatures are to be enabled?  

    Currently, at least slots 2&3 will be enabled, Desert’s Hold might keep slot 1 on lockdown.  
    With a fix, I would expect slot 3 to be enabled.  
    From the wording in the release notes, none of them might be enabled because there is a Cast Out in play, even though it only hit one of your creatures.  
    This is something we will need to keep an eye on when the next build comes.
  • stikxs
    stikxs Posts: 533 Critical Contributor
    I had posted this in the other thread before I saw this one:

    When Hixus is popped it "does" enable the Cast Out victim, but Cast Out is persistent until destroyed (which hasn't always been the case up to now admittedly) so it would immediately re-disable. I wonder if Combat Celebrant's exert will work the same since Brigby specifically named Hixus. Cast Out is basically Desert's Hold with targetting and an extra shield for almost triple cost.
  • Enygma6
    Enygma6 Posts: 266 Mover and Shaker
    And I posted here before I saw your comment in the other thread ;)  
    It will be interesting to see if the fix was to Cast Out to make it persistent (and counter attempts by Celebrant/Vizier to re-enable), or if the change was only to Hixus to ignore victims of Cast Out.
  • bk1234
    bk1234 Posts: 2,924 Chairperson of the Boards
    edited May 2018
    Enygma6 said:
    Hypothetical situation: Greg has managed to disable all 3 of your creatures with Desert’s Hold (slot 1), Cast Out (slot 2), and Hixus (slot 3).  
    You destroy the Hixus (without causing a crash), which if any of your creatures are to be enabled?  

    Currently, at least slots 2&3 will be enabled, Desert’s Hold might keep slot 1 on lockdown.  
    With a fix, I would expect slot 3 to be enabled.  
    From the wording in the release notes, none of them might be enabled because there is a Cast Out in play, even though it only hit one of your creatures.  
    This is something we will need to keep an eye on when the next build comes.

    @Enygma6

    Currently all three would be enabled. 

    With the fix, Slot 2 will remain disabled, per Brigby's clarification in the release notes thread. 

    (But as you pointed out, it doesn't matter because your game just froze when you popped Hixus -- no fix for that.)
  • Sirchombli
    Sirchombli Posts: 322 Mover and Shaker
    This kind of conflict is exclusive to this game. In paper both hixus (which is a creature ) and cast out exile and the exiled permanents are tied exclusively to the thing that exiled them for the purposes of the cards . Either hixus needs to affect creatures disabled by both cast out and the bevy of cards that do the same thing as claustrophobia , or none of them . I don't really get why this is changing now, since cast out rotates with the update in question. I thought that the way it worked was the way it was intended .
  • Kinesia
    Kinesia Posts: 1,621 Chairperson of the Boards
    Thank you @Dodecapod for the excellent summary of the situation and possible options.
  • asm0deus
    asm0deus Posts: 73 Match Maker
    Cast out would be in legacy anyway. Would this even matter when the coalition events are for standard only?
  • stikxs
    stikxs Posts: 533 Critical Contributor
    Not for coalition events, but the real underlying point is consistency and setting a precedent for how things are handled and transferred from paper I believe.
  • Tilwin90
    Tilwin90 Posts: 662 Critical Contributor
    edited May 2018
    If it existed in paper, let's assume disabling exists, so it's just another characteristic of the card (say like its creature types):
    Hixus: Whenever a creature an opponent controls deals damage to you, disable it until Hixus, Prison Warden leaves the battlefield.
    Cast Out: When Cast Out enters the battlefield, disable target creature an opponent controls until Cast Out leaves the battlefield.

    Normally when we are dealing with two continuous effects, we apply the timestamp order. This is relevant if the effects are conflicting. (this is something referred to as the layer system, about which you can read more in the comprehensive MTG rules (see paragraph 613. Interaction of Continuous Effects) or read this superb, though a bit outdated, article).
    In this case however, the two effects apply the same effect, that is to disable a creature. Therefore, when either Hixus or Cast Out leave the battlefield, one of the continuous effects stops happening. But that does not negate the second effect that continues to act on the creature. In our example, assuming there are no other effects involved, if Hixus leaves the battlefield, all creatures other than the creature disabled by Cast out will no longer be disabled. The Casted Out creature continues to stay disabled.

    Example:
    Player 1, Turn 1: Play Hixus
    Player 2, Turn 1: Play Ahn-Crop Crasher, Boumat Courier, Brazen Scourge, deal damage with all, Hixus disables all three creatures.
    Player 1, Turn 2: Play Cast Out, disable Boumat Courier.
    Player 2, Turn 2: Cast Demolish, destroy Hixus.

    Result: Ahn-Crop Crasher & Brazen Scourge are no longer disabled since Hixus left the battlefield. Boumat Courier continues to stay disabled because of Cast Out.

    Continuous effects are not yet properly implemented in MTGPQ which leads to a lot of bugs and issues. It's a very complicated area, so a very strict set of rules is necessary to simplify the coding rules behind-the-scenes and make things crystal clear for the players. (yes, I go back to those rules MTGPQ lack right now!!!).
  • asm0deus
    asm0deus Posts: 73 Match Maker
    I might consider disable similar to "does not untap" in paper magic. Cast out is basically a local enchantment placed on a creature that would not allow it to untap as long as it is on the creature. Hixus is more like a global enchantment that prevents untapping but would allow it when it leaves the battlefield. So when hixus leaves, any creature without cast out on it can untap.
  • Tilwin90
    Tilwin90 Posts: 662 Critical Contributor
    edited May 2018
    @asm0deus
    It's precisely the reason why I preferred not to use the tap-untap example here, although it would seem more relevant this way (and it's much closer to disabling than say, exile). Because a tapped permanent gets to untap naturally at the beginning of a user's turn, while disabling does not, I preferred not to mix the two.

    You could see Hixus/Cast Out as a combination of Overwhelming Splendor and Darksteel Mutation. Both are enchantments, so it's not an instant or sorcery effect to complicate things even more... One affects all creatures (splendor) while the other one affects a specific creature (Darksteel Mutation). So if Splendor leaves the battlefield, the unit affected by Darksteel Mutation does not go back to its original power and toughness.  o:)
  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    Like I said, this issue is more lazy coding than anything else.  In Origins, there were only 2 white cards that could disable, and 1 auto-targeted the first creature.  So to make Hixus work, they wrote it so that it would enable all creatures and figured that Suppression Bonds would still work properly, since it would just re-disable the first creature.  This was probably easier to code than figuring out which creatures were disabled by Hixus and only enabling them.

    Since all the white disable cards that came out after Origins also auto-targeted the first creature this workaround still worked for a while, and the introduction of Dovin didn't change much since most of blue's disable stuff was also first-only (with 1 or 2 exceptions that didn't see enough play to be an issue and only lasted 1 turn anyway, reducing the chance that the issue would be noticed).

    Cast Out was the first multi-turn targeted disable card to exist in the game, and as written its interaction with Hixus worked perfectly.  The problem is, this isn't how they are supposed to work in theory.  The issue isn't a bug per se, but an unintended consequence of the lazy coding for Hixus when Origins came out years ago.  All Oktagon is doing now is changing it to work as it should have done originally.
  • rafalele
    rafalele Posts: 876 Critical Contributor
    edited May 2018
    Also Cast out when returned by Nyx does not allow to select a creature and it is auto casted if there is no creature on board, so Cast out has more issues than Hixus enabling the targeted creatures when leaving battleground.