text:
How do I put a double-faced card in my deck?
I was reading recently about double-faced cards. Basically, they are cards that are otherwise typical creature cards, but some condition allows you to flip them over so that they become a new card.
Meld cards, introduced in the Eldritch Moon set, are one fairly noteworthy example. For instance, this

Becomes this when you flip them over

How do you actually put double-faced cards like this in your deck, given that they do not have Magic: The Gathering card backs? Is it only playable with sleeves (requiring you to pull it out and flip it over)? Or is there some other aspect that I'm unaware of?

I've moved an old discussion of whether this was a duplicate to chat.

You can use card sleeves, as you suggested, or use checklist cards, which were included in booster packs of Eldritch Moon. These checklist cards are single faced, and included a list of all of the double faced cards in the set. I've also seen people write on basic lands to note the card (though this isn't allowed in tournaments).

You can use opaque sleeves, or a "checklist" card that is included in the promo slot of packs that may contain transforming cards. These checklist cards have a normal Magic back.

711.3. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the
  owner of a double-faced card may use completely opaque card sleeves or
  substitute a checklist card (see rule 713).

Checklist Cards

713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card.
713.2. A checklist card has a normal Magic card back. The face of a checklist card is divided into sections. Each section lists the name
  and mana cost of each double-faced card or meld card it could
  represent and includes a fill-in circle. Before a checklist card can
  be used, exactly one of the fill-in circles must be marked to denote
  which card the checklist card represents.
713.3. If a checklist card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.1a) and
  must remain available throughout the game. A checklist card can’t be
  included in a deck unless it is representing a double-faced card or a
  meld card.
713.4. For all game purposes, the checklist card is considered to be the card it’s representing.
713.5. If the checklist card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents
  should be used instead.

So I can draw my DFC into my hand, but when I play it, I should replace it with the actual DFC? Or do I only do so when I flip it?

Do you mean “draw Checklist Card into hand”? When the Checklist card is played it is replaced with the actual DFC. Most people put the DFC into a completely clear sleeve.

If you want to use the real DFC in your deck with opaque-backed sleeves, you’ll either need to reverse it in the sleeve to flip it or have another copy to show the back side of.

Depending on how many double sided cards you have in your deck it may get expensive or difficult to get your hands on enough of the checklist cards. For the custom werewolf commander deck I built I had around sixty or so cards that were double sided. Since i do not play in tournaments or anything I had the idea to try a dealer shoe. This worked out great. I did angle the shoe away from me so that no one could see the top card, but this allowed me to keep the cards all in the same clear sleeves, together, organized, and easy to play. The one thing I might try to do differently is to not buy one as large as I did. I think a three or four deck shoe would work... This is the one I purchased:
https://www.amazon.com/gp/product/B000FSSQRG/ref=oh_aui_detailpage_o07_s02?ie=UTF8&psc=1

Would this be allowed in tournaments?

The rule quoted in this answer makes it clear that cards in hidden zones should be indistinguishable. DFC in clear sleeves are obviously not indistinguishable when held in the hand.

This would also be difficult to shuffle unaided by tools or other people, and without one of the players knowing information about the state of the deck as it's being shuffled (such as where various DFCs wind up), which would also make it inadmissible to tournaments.

@Thunderforge - Using this would definitely not be allowed in tournaments; but you do not have to continue pulling cards out of sleeves to flip them or purchase the checklist cards. At card kingdom the checklist cards are going for 15 cents a pop all by themselves. For my deck I have about sixty cards or so that are doublesided for my werewolf theme. That would add about ten bucks to the deck's cost which I spent about $120 or so on. It is cardboard crack enough so I try to save where I can.

@Thunderforge - This would not work in tournaments like I said, but this works perfect in my group. They shuffle fine, I'm not sure what doppelgreener is talking about. The cards go in and out very easily. And while it is possible to see the cards in other zones I use clear matte sleeves which are a great balance between hiding the card and seeing what it is when played.

Okay that works for while the cards are in the deck, but what about when you draw them? With 3/5 of your deck double faced, clear sleeves will mean your opponents know on average 60% of your hand from seeing the back.


text:
Can damage be removed from creatures after it's already been dealt?
When a creature takes damage from any source, that damage is tracked. If there is enough damage to overcome their toughness, they die. Are there ways to remove damage from creatures after they've been dealt damage?

I've edited this to purge the concept of damage counters, and just ask about damage. Damage counters don't exist rules wise. The comprehensive rules for damage do not even mention such a concept. You might use physical counters as a memory aid, but that's another matter.

@doppelgreener Thanks! I played magic about 10 years ago and I'm just getting back into it. I'm a bit fuzzy with the rules, especially the new mechanics.

Although it doesn't technically count as "removing damage", you may be interested in cards that remove/return a creature from/to the battlefield, such as Flicker or Mistmeadow Witch.

The only ways damage marked on a creature is removed are:

The cleanup step at the end of the turn
When a creature regenerates instead of being destroyed
When a creature enchanted with Totem Armor would be destroyed
When Pyramids has prevented a land (which had been/is a creature with damage marked on it) from being destroyed

Note that the last three replace destruction of the creature with removing all damage, but it doesn't need to be the damage that causes the destruction.

119.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.12, “Regenerate”) and during the cleanup step (see rule 514.2).

702.88a Totem armor is a static ability that appears on some Auras. “Totem armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”

Minor note for readers. Regenerating means "would not been destroyed but regenerated instead" not "used an ability that says 'Regenerate some creature'".

@Guvante I edited the post to hopefully remove the confusion. Hope my edits are ok, diego!

I think changing the zone of a creature, such as with Flicker, should be listed here. Though the creature that comes back is a brand new object, it still does the job of removing the damage from your creature.

This is not really removing damage but a way to increase the amount of damage required to destroy a creature is by playing spells that would increase the creature's toughness.

@GendoIkari I think that's a valid point for the simplest situations, however there are other considerations: Flicker effects also cause auras and equipment to drop off the creature, it's going to remove a token creature from the battlefield permanently, it's also going to remove any +1/+1 and other beneficial counters…

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text:
How does Infinite Reflection work with Commander and commander damage?
Does a Commander which has been turned into a copy of another card still do commander damage (i.e. will 21 damage dealt to a single player from the copy lose the game for that player)?
Alternately, does a card which has been turned into a copy of a commander do commander damage?
Examples of both cases:
Our antagonist has 50 life and no commander damage dealt.
Our protagonist has a (any) commander and Malignus on the battlefield.
Protagonist enchants Malignus with Infinite Reflection and then attacks with his/her commander (which is a copy of Malignus). Antagonist does not block. 25 damage is dealt. Does our protagonist win the game due to commander damage?
Alternately:
Our antagonist has 50 life and no commander damage dealt.
Our protagonist has a 6/6 commander and 3 other non token creatures on the battlefield.
Protagonist enchants his/her commander with Infinite Reflection and then attacks with all 4 creatures. Antagonist does not block. 24 damage is dealt (6 per creature). Does our protagonist win the game due to commander damage?
It seems like the answer to one of these questions should be yes. I feel like it's probably the first one (a commander turned into a copy of another card doesn't lose its commander-ness), but I'm not familiar enough with the rules to say for sure.

This is essentially a duplicate of http://boardgames.stackexchange.com/questions/7515: both ask if you can copy a commander's commander abilities.

Am I missing something here because I don't play Commander? I would have thought that Infinite Reflection on your legendary commander in the second example was a great way to send all your creatures to the bin.

possible duplicate of Commander damage from Mimic Vat token?

This question also asks about a changed commander.

I think the first question Does a Commander which has been turned into a copy of another card still do commander damage is valid and is not previously addressed per say, but the same answer to the question that Circeus and user1873 linked is also appropriate for this question, for a different reason.

I found the answer to this in the rules:

903.3. Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object
  represented by the card; rather, it is an attribute of the card
  itself. The card retains this designation even when it changes zones.
Example: A commander that's been turned face down (due to Ixidron's
  effect, for example) is still a commander. A commander that's copying
  another card (due to Cytoshape's effect, for example) is still a
  commander. A permanent that's copying a commander (such as a Body
  Double, for example, copying a commander in a player's graveyard) is
  not a commander.

So the answer is that in the first example (commander copying Malignus) the antagonist loses the game. In the second he/she does not (yet).

In the second game, all of the protagonist's creatures immediately go into the graveyard after you cast Infinite Reflection on the commander, due to the legend rule.

Thanks for pointing that out. I'm new to MtG and wasn't familiar with that rule.

Indeed. The way is was explained to me was "Commanderness cannot be transferred. Ever."

In the first case our protagonist's commander, currently pretending to be Malignus, will deal 25 damage, ending the game. A Legendary Creature that is designated as Commander retains this designation even if it later becomes something else. As such, combat damage dealt by the commander will count towards commander damage.
Since the designation of Commander is not a copyable characteristic, our antagonist would not lose the game in the second case (although he or she is well on their way to losing already.)

The simplest definition of what makes a commander a commander is this:
The attribute "Commander" is inherent to the card itself. It cannot be removed, copied or transferred. It is just something that IS. (Much like how a token will never be a card.)
Using Infinite Reflection, even if you found a way around the Legendary Rule, only a commander CARD would ever do commander damage.
This explanation is further explained in the in the Rule 903.3 example.
We can break this example down into three parts.
1. A commander that's been turned face down (due to Ixidron's effect, for example) (or casting it face down, like Akroma, Angel of Fury) is still a commander.
2. A commander that's copying another card (due to Cytoshape's effect, for example) is still a commander. This also includes things like Turn to Frog, which I use to minimize Commander damage I would take, (which will 1+ whatever is buffing the frog)
3. A permanent (that includes tokens) that's copying a commander (such as a Body Double, for example, copying a commander in a player's graveyard) is not a commander.

Infinite Reflection cannot be used on your commander because all commanders have to be legendary and if you control 2 copies of a legendary permanent you must imedatly sacrifice one before any other action could be taken.
In your scenario every time you played a creature you would have to sacrifice it or your commander.

Infinite Reflection can be used on a Commander. Also, Commanders can lose Legendary (e.g., if it copies another creature, gets turned into a frog, etc.). You also did not answer the main question: Does a copy of a commander deal commander damage? You also said "In your scenario [...]" but you'll notice that there are two scenarios mentioned in the question. Which one are you talking about?

Oh, one more thing. The state based action that occurs when two legendary permanents with the same name are under your control is not called "sacrificing". You simply move one of them to the graveyard. This is important for cards that care about sacrifices.

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text:
Does "when ~ dies, deal n damage to all players/creatures" have a name?
I saw this tweet (of a neural network generated MTG card),  and tried to find a name for the ability "Simic Commander" has.
Using the gatherer I find some similar cards, but nothing with a name.
Does this kind of mechanic have a mechanical (preferably) or colloquial name?

Are you looking for a mechanical name of some sort, or a colloquial name like how we call Just the Wind a "bounce" effect?

@doppelgreener the mechanical name if possible,  otherwise a colloquial babe is fine.

Magma Phoenix is literally the only card ever printed with an ability that specifically matches the one you specify in your title. Are you looking for a name for that specific ability, or the trigger condition, or the effect?

Yeah, the other two cards just deal damage to one thing on death.

@murgatroid the name for that ability.

Death triggers are common, but the EXACT ability that triggers is unique to Magma Phoenix. No other card dies and deals 3 damage to each creature and each player. In addition, no other card specifically just deals 3 damage to each creature and each player without some sort of additional restriction or specification.
If I had to shorthand it to a friend who I know is familiar with a long list of historical cards, I would just say that it dies and Bolts all creatures and players, in reference to Lightning Bolt.

A search on Gatherer reveals that there are only two cards with exactly this ability. Based on that, I believe that it is very unlikely that it has a colloquial name. It definitely does not have a name used in the rules; if it did, that name would be used on cards instead.


text:
How (if at all) do Lorcana's ink play styles correspond to those of Magic the Gathering?
Lorcana's resources are called inks, and come in 6 colours:

Amber
Amethyst
Emerald
Ruby
Sapphire
Steel

I saw in a dicebreaker video that cards requiring these resources fit a certain play style.
I know that's also true for the Magic The Gathering colours.
Is there, in broad brush strokes, a way to match the two together so I have a better understanding of what ink I would enjoy playing?
Like: "Amber play style is equivalent to Blue, but with fewer actions (the equivalent of instants and sorceries)"
Is that possible? Or are they too different?

Not having played Lorcana, but reading about what different inks represent, there seems to be some overlap with Magic: The Gathering colours.
Amber ink represents community, patience, and loyalty. It has bodyguards and healers which are both defensive in nature. This quite closely resembles the color white.
Amethyst ink represents characters with magical abilities. It has powerful effects and hand manipulation. This feels very much like Dimir (blue + black).
Emerald ink represents flexibility and control. It can return characters to opponents' hands and force them to discard. This also feels very Dimir.
Ruby ink is aggressive and reckless. It has rush, which is equivalent to haste. This is clearly synonymous to the colour red.
Sapphire ink is about intelligence and creativity. This seems quite like the color blue, but possibly a blend with red (Izzet). It also interacts with items (artifacts?) and can search the deck (primarily black)
Steel ink is strong and defensive. It can also deal damage directly. Maybe steel is Boros (red and white)?
You'll notice green doesn't seem to match any Lorcana inks (by my analysis at least). This might be explained by Lorcana's lack of specific land cards, which are tied to green. I'm not sure if any Lorcana cards exist that manipulate your ink well, but those may be green. Amber or steel also show hints of green.

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text:
Can I attack both the player and a planeswalker the same turn?
Can I have some creatures attack the planeswalker and other creatures attack the player?

Yes, after you choose which creatures are attacking, you may choose whether they are attacking the defending player or a planeswalker that player controls.
From the comprehensive rules:

508.1. First, the active player declares attackers. This turn-based action doesn't use the stack. To declare attackers, the active player
  follows the steps below, in order. If at any point during the
  declaration of attackers, the active player is unable to comply with
  any of the steps listed below, the declaration is illegal; the game
  returns to the moment before the declaration (see rule 717, "Handling
  Illegal Actions").
508.1a The active player chooses which creatures that he or she controls, if any, will attack. The chosen creatures must be untapped,
  and each one must either have haste or have been controlled by the
  active player continuously since the turn began.
508.1b If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, the active
  player announces which player or planeswalker each of the chosen
  creatures is attacking.


text:
Can two Skinshifters affect each other?
If I have two Skinshifters in play, can I use the ability of one to affect the other?  For instance, if one of my Skinshifters has Ice Cage on it, can I use the other Skinshifter's ability to morph the "caged" one, thereby breaking the Ice Cage?

No, you can't.
Breaking an Ice Cage on a Skinshifter with another Skinshifter's ability won't work for 2 reasons:
First and most straightforward, the Skinshifter's ability does not require a target, and Ice Cage requires the enchanted creature to be targeted by a spell or ability for it to break.
Second, you can use Skinshifter's ability only to change itself, not another Skinshifter.
If a card says "Something happens to CARD NAME", then this always references the card this text is printed on, unless explicitly stated otherwise. If a card references another card by name, the syntax is always something like "A card/creature named XY", for example like Llanowar Sentinel, or Angel's Herald.
The rules for that is this:

201.4. Text that refers to the object it's on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.

I would have switched your order. While the first rule you listed may be the most straightforward, the second is the most important. ;)

thanks guys.  Just getting back into it, and the rules have gotten a bit more complicated.

AFAIK, the "Text that refers to the object it's on by name" rule has been around since the beginning of the game.


text:
Do cards like Giant Growth create a one-shot or continuous effect?
I'm curious as to how a card like Giant Growth works. I'm not sure if the effect on it is a one shot effect, a continuous effect, or something else.
If I had to guess, I think it works as follows: When Giant Growth (legally) resolves, a one shot effect is enacted. This one shot effect generates a continuous effect that lasts until end of turn and while the continuous effect lasts, the continuous effect gives the targeted creature gets +3/3.
Can one clarify as to whether or not I am correct, or if not, explain what really happens?

Not quite correct. It is just a simple continuous effect.

611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects
  players or the rules of the game, for a fixed or indefinite period.
611.2. A continuous effect may be generated by the resolution of a spell or ability.

So Giant Grown resolving generates a continuous effect. No one-shot effect happens:

610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destruction a permanent, putting a token onto the battlefield, and moving an object from one zone to another.

"Getting +3/+3" is a continuous effect, not something that just happens at one moment in time. This can also be seen in the examples listed under the Continuous Effects section of the rules:

611.2c ... Example: An effect that reads "All white creatures get +1/+1 until end of turn"...

Effects don't create continuous effects.

611.2. A continuous effect may be generated by the resolution of a spell or ability.

Abilities create effects. Giant Growth has a spell ability that creates a continuous effect.

112.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6.

You seem to think "one-shot effect" means "spell ability", but that's not correct.

So, does the spell have a one-shot effect or does it create a continuous effect? It definitely creates a continuous effect.

610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, putting a token onto the battlefield, and moving an object from one zone to another.
611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.

(Emphasis mine.)

Probably because of your first line. Most people use "ability" to mean activated or triggered ability. While you were correct, your first line by itself would be not be under this definition. (Note: I am not the downvoter)

@Guvante, at the time, the first line was "Effects don't have or create effects. Abilities do. Giant Growth has a spell ability that creates a continuous effect." I injected the rule quote for clarity afterwards. I moved where the rule quote was injected to address your concern.

Interesting, I didn't even know that "Ability" could refer to "spell abilities". I thought previously that "ability" was always a triggered/activated/continuous ability on a permanent.

@GendoIkari, Everything in the text box that's not in italics is an ability. The proper term is "static ability", not "continuous ability.

@ikegami: I guess I should clarify. I assumed it was a "drive-by" downvote based on misunderstanding. I did not mean to imply you made a mistake, or could have avoided it trivially.


text:
If I sacrifice a creature for a spell and it creates a token, can I sacrifice that token for the spell too?
I have to sacrifice multiple creatures to pay for an ability, e.g. Flashback - Sacrifice two creatures.
How does the stack interaction work if I sacrifice one creature with an enters the graveyard effect that makes a token?
My current reasoning is that the sacrificed creature enters the graveyard putting its token generating trigger on the stack.  This trigger resolves making the token which enters the battlefield. Can I now sacrifice the token to pay for the remaining creature sacrifice for the flashback which is still on the stack?

Your reasoning is only partly correct: you can't use that extra token to help pay for the spell, because it won't exist yet. You have to sacrifice two creatures that you already have at casting time. If you want extra creatures and tokens to sacrifice, they have to be there first.
That's because of the spell casting process. During that process, nothing else happens — no abilities get to happen or be used, with the exception of mana abilities, not even triggered abilities get to happen yet — and we follow steps that go like this for a Flashback spell:

Announce you're casting the spell and put it on the stack: I'm playing Dread Return using Flashback.
Make the choices you must make: It will target this creature card.
Determine the cost: I need to sacrifice three creatures.
You can use mana abilities, like those your lands possess, if you need to. That isn't relevant to this spell though.
Pay that cost. I sacrifice this one, this one and this one.

It's only after this entire process — by which time you need to have paid for the spell in full — that triggered abilities go on the stack. Someone gets priority, so we check for each triggered ability that could've just now happened, and put those on the stack after the spell.
So, now, after you've paid for the spell, the stack will look like this:

Top: A triggered ability that will create a token.
Bottom: Dread Return.

At this point, the token ability hasn't resolved yet, and it'll resolve before Dread Return does. But Dread Return's already there, cast, and has been paid for in full, and paying for it is ancient history. The token wasn't there, and still isn't even there yet, and couldn't possibly have been involved in paying the cost for Dread Return.
Then if nobody does anything else (such as Voidslime the token ability, or Cancel Dread Return), you'll get your token, and then Dread Return will resolve.

Thank you for the comprehensive answer.  The fundamental rule that the spell doesn't go on the stack until make choices, select targets and pay for it is really important and something I didn't know.

@ThunderHorse I made a mistake there and corrected it actually - it goes on the stack at the start, really, but nothing else gets to happen until you're finished with the casting process, and that includes triggered abilities triggering. Same thing in the end. Glad it helped.


text:
In EDH/Commander, what is the 'color identity' of a double-faced card?
The official deck construction rules for Commander (nee EDH) at http://mtgcommander.net/rules.php say that 'A card's colour identity is its colour plus the colour of any mana symbols in the card's rules text.'  How does this apply to dual-faced cards with faces of different colors, such as Civilized Scholar / Homicidal Brute out of Innistrad or Elbrus, the Binding Blade / Withengar Unbound from Dark Ascension, where the color of the transformed face of the card is different from the color of the 'main face'?  The spirit of the rules would seem to suggest that these cards are the colors of both faces for deck construction purposes, but not only are these spells always cast as the front face, the front face is the only one 'seen' in other game zones: for instance, when the card's in the library, you could find Elbrus by searching your library for an artifact, but you couldn't find Withengar Unbound by searching your library for a creature card.  Could Elbrus then, for instance, be played in any Commander deck, or just one with a (partly) Black general?

Yes, both sides of DFC count towards its color identity.

903.4c The back face of a double-faced card (see rule 711) is included when determining a card's color identity.
Example: Civilized Scholar is the front face of a double-faced card with mana cost
{2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color
indicator. The card's color identity is blue and red.

So, Elbrus can only be used in a Commander deck where Black is part of your Commander's color identity.

Ahhh, thank you!  I should have just gone to the comp rules in the first place rather than the old commander page.  Much appreciated!

Yeah, mtgcommander.net is pretty disappointing these days.

it may also be worth noting that this also applies to split cards, like fuse and aftermath cards

Deckbuilding constraints apply to the deck (a set of actual cards, which exists even outside of the scope of a particular game), not just the library (a game zone); they "see" all aspects of a card, not just what it will look like as a game object in the library.
This is borne out by the comp rules:

903.4c The back face of a double-faced card (see rule 711) is included when determining a card‘s color identity.


text:
Informing opponents of outdated card text
When a player is using cards printed with less than the latest Oracle text, to what extent are they obligated to inform opponents about this? To provide a contrived example:

P1 casts Ceta Disciple, with a printing that does not include the Merfolk type
P2 allows the spell to resolve
P2 casts Thoughtseize, sees six cards including a Lord of Atlantis, chooses to discard something else
P1 plays the lord and attacks with Ceta Disciple. P2 blocks with a 1/2.

If P2 never asks a question and takes Ceta Disciple's text at face value, is there a point in this exchange at which P1 is obligated to point out that the creature is a Merfolk?

No, players are not obliged to provide strategic information or the latest Oracle wording their opponents, at least not without being asked.
The rules to consult in this case are the Tournament Rules. There are several things to consider with this question.
Does the merfolk player have to assist with the power/toughness calculation of a card in their hand?
Let's start with section 4.1, Player Communication, about the nature of the information in question:

Free information is information to which all players are entitled access without contamination or omissions made by their opponents. If a player is ever unable or unwilling to provide free information to an opponent that has requested it, they should call a judge and explain the situation. Free information consists of:
• The name of any visible object. [..]

The name of the card is not under dispute, it's Ceta Disciple.

Derived information is information to which all players are entitled access, but opponents are not obliged to assist in determining and may require some skill or calculation to determine. Derived information consists of:
• All characteristics of objects in public zones that are not defined as free or status information. [..]

A Ceta Disciple on the battlefield is an object in a public zone. Its power/toughness are not free or status information (such as life points). Therefore, it's derived information. The opponent is not required to assist in the calculation of those values, and especially not when the Ceta Disciple is not even on the battlefield and therefore yet unaffected by the Lord.
From whom can you request the current Oracle wording of a card?
Section 3.6, "Card Identification and Interpretation", says:

Players have the right to request access to the official wording of a card they can describe. That request will be honored if logistically possible. The official text of any card is the Oracle text corresponding to the name of the card. Players may not use errors or omissions in Oracle to abuse the rules. The Head Judge is the final authority for card interpretations, and they may overrule Oracle if an error is discovered

This imposes a duty on the tournament judges, not on one's opponent, so the opponent is in the clear. In any case a player has to actively request that information. Nobody is obliged to provide it unprompted.
Does using an outdated print of a card constitute obfuscation?
The fact alone that many printed cards are outdated and do not have a up-to-date print, such as Ceta Disciple itself, already suggests that using such cards in a tournament setting is unproblematic. Players may even draw over their cards to a large extent while still remaining tournament legal. Section 3.3 Authorized Cards says:

Artistic modifications are acceptable in sanctioned tournaments, provided that the modifications do not make the card art unrecognizable, contain substantial strategic advice, or contain offensive images. Artistic modifications also may not cover or change the mana cost or name of the card.

The Merfolk player could paint over the type line of their cards and it would be a legal modification. Using a printed card that is out of sync with its current Gatherer wording is not obfuscation in any way. In fact, Wizards themselves have printed numerous, tournament-legal cards that contain no gameplay information at all except the card name and mana cost, the minimum required information as described above.
May the opponent lie about the Oracle wording of Ceta Disciple when asked?
This might be a tricky one. The characteristics of a card in hand other than its name are at most derived information (the hand is not a public zone, but it's a publicly known information in your scenario) as discussed above, so the opponent does not have to provide information about it. However, if they do give information and it's wrong (e.g. because they lied about it, which would seem most likely in this case), it might well be unsporting conduct, or even cheating, with various penalties attached.
Again section 4.1 Player Communication:

A player should have an advantage due to better understanding of the options provided by the rules of the game, greater awareness of the interactions in the current game state, and superior tactical planning. Players are under no obligation to assist their opponents in playing the game. Regardless of anything else, players are expected to treat opponents politely and with respect. Failure to do so may lead to Unsporting Conduct penalties.

I suspect this situation is not treated specifically in the rules because the MTR rightly assume that, because players have a right to request the full Oracle wording of that card from judges, it should not be possible to misrepresent the Oracle wording of a card.
So when a player lies about information they are not required to provide, is that (legal) bluffing, does it cross into unsporting conduct (not legal), or even cheating to gain an advantage (very illegal)? I would suspect that the Rules Enforcement Level (REL) would also factor in here. At the lowest level, such as for Friday Night Magic, bluffing in this manner against a less experienced player should be punished as Unsporting Conduct. At the highest levels, even though the stakes are greater, the expectations towards player experience are even greater, and it might pass as a legal bluff.
However, luckily for me, this last part is a hypothetical anyway. As for the core question: if the opponent doesn't ask, nobody is required by the rules to provide this piece of information on their own. If a player doesn't ask and makes a strategic error, it's on that player.

I've seen this question discussed previously about foreign language cards as well as no-text cards. Those cases are imo more straightforward, because it's clear that you need to look up the Oracle text. Whereas if a plain vanilla cards says "do X", you might just believe the text. Thanks for answering.

You would have to inform them when they attempt to take an illegal action, in this case blocking the Ceta's Disciple when it has islandwalk if that is applicable, since lord of atlantis gives it +1/+1 and islandwalk. It will also matter during damage calculations, and may need to be brought up then (unless the opponent is blocking with something that will still kill the disciple, and will die to the disciple either way, where the extra power and toughness is irrelevant)1

Man this sort of stuff makes it seem like playing in an MTG tournament would just be an absolute pain unless you are intimately familiar with the Oracle wordings of all cards in the format. I could see myself playing against someone who has a Lord of Atlantis and feeling like I have to look up "is this creature a Merfolk" for every single creature my opponent plays.

The last question, can an opponent lie about the oracle wording, is treated specifically in the MTR. Oracle text is considered derived information and later parts of the quoted section 4.1 states that "Players may not represent derived, free, or status information incorrectly.".

@GendoIkari Unless you're playing at a REALLY high level (and thus in the longer lived eternal formats), you're not likely to be in any tournaments that issues like this would apply to in any significant way. Sure there has been more recent errata, like the phyrexian typing additions, and the planeswalker rules changes, but it's rare and not much of anything modern actually cares about the changes at the moment.
There's also the common sense of it if looks like it should have a species type, it probably does now on creatures old enough to have just had single types.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
What are common strategies for beating the robot in Race For The Galaxy?
I recently got the The Gathering Storm expansion to Race For The Galaxy and I've played solo against the robot about twelve times, winning only once.  I consider myself a competent player (consistently mid-50s or higher) but the robot seems impossible, even at the easiest level (I have yet to graduate to medium or hard).  I find that the robot typically gains lots of victory points (usually 80-90% of the available 24 points) and my usual strategy of Consume-Trade exacerbates the problem.
What are some common strategies for playing solo against the robot?  What are some common pitfalls of using player-verse-player strategies against the robot?

When you say "my usual strategy of consume trade" do you mean that you do that in essentially every game?

Yes, almost every game.  I've found it's a great way to fill my hand so I can build large planets and developments.

From http://hiewandboardgames.blogspot.ca/2008_12_01_archive.html

To beat the robot you need to understand how it works and know how to minimize the chances of indirectly helping it. Knowing that sometimes it "copies" your actions, you need to think twice before selecting Consume x 2 if the robot's economy size is 5 (i.e. it would score 10VP if it also does Consume x 2). The robot's main ways of scoring are the 6-cost development tiles and the victory points. I find that usually it doesn't score much from worlds or normal developments. The 6-cost dev tiles (as opposed to dev cards) are a mechanism to adjust the difficulty level. The robot most of the time will be able to play all of its 6-cost dev tiles, unless you are really really quick in ending the game. So when you decide to play with 1 6VP tile (easy), 2 6VP tiles (medium) or 3 9VP tiles (hard), you are more or less already deciding that the robot will at least have 6VP / 12VP / 27VP.
You need to watch the robot's economy size closely. It's kind of a countdown timer. The robot's economy will grow, sometimes quickly sometimes not, and the bigger it grows, the more dangerous it will be. You cannot allow it to do Consume too many times, especially when its economy size is big. It can earn lots of VPs this way, and also end the game very quickly by exhausting the VPs.

This is just a generally good strategy for RftG: figure out what your opponents are likely to choose for their actions, and try and setup your board so that you benefit, while at the same time pursuing a gameplan that benefits your opponents the least (easier in 1v1, since there's only 1 point differential to keep track of).


text:
Casting Autumn Veil in response to opponent targeting my creature
I have a creature in play.
My opponent casts Dismember (A black spell), targeting it.
In response I play Autumn's Veil, will the effect counters my opponent's spell?

Yes, Autumn's Veil's effect will cause Dismember's target to be invalid, which means that it will be countered by the rules when it tries to resolve.
More specifically, Autumn's Veil creates an effect that says that your creatures can't be targeted by blue or black spells. Then Dismember tries to resolve, but it no longer has a legal target, so it is countered. This is caused by rule 608.2b, part of the rules about resolving spells and abilities:

If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal.

Can you reword the first sentence so that it is clear that the game rules and not Autumn's Veil is doing the countering? (Just in case of situations such as Abrupt Decay.)

Yeah, sure. I'll change it when I get home.


text:
What should be used to represent creature tokens when the printed token card isn't available?
Many spells or abilities cause one or more creatures to join the battlefield (i.e. 1/1 white Soldier creature tokens, 3/3 green Beast creature tokens, etc.). These token cards are not included with the cards that require them.
What do MtG players use instead to represent token creatures?
A quick search shows you can buy packs of such cards, but I'm wondering what convenient ways exist to represent these tokens without actually having to buy more cards?

VTC too broad -- I feel that this is essentially a list question, as the rules allow for almost anything, so long as the board state is clear to all players

A reminder to answerers that this question is asking for real play advice, an explanation of how it tends to be handled, and an overall picture of the situation in MTG. This is not an invitation to share the various unique ways you personally do it - this is not a discussion forum nor a survey, and answering that way is a Bad Subjective answer, or the kind that we try to avoid. Avoid filling the question up with these.

possible duplicate of Can a creature token represent a different creature token?

@Hackworth Regarding duplication, I searched B&CG for 10 minutes before posting this question and was not able to find the question you referenced. I also searched the internet for a couple minutes. While that question's answer pretty much answers my question, the title and question is not what I was asking and is therefore pretty hard to find for someone asking my more general question - which seems to me a natural question to ask for someone new to this game (such as myself).

@JoeGolton You are correct to judge duplication by question, and not by answers. This is not a duplicate. My only small nitpick with your question is that I'd prefer if you asked "What can I use [...]" instead of "What should I use [...]".

The only difference I see between the questions is the wording: this question is an open question, asking what can be used to sub for missing token cards, while the question I linked to asked the question in a closed-ended manner, whether or not a different token card can sub for the actual token card. If the most relevant difference between two questions is semantic and both questions can be given the same answer, I believe that those questions are identical.

I can cover what is legal and what is common, and you can hopefully determine what is "convenient". The MTG Tournament Rules dictate that you clearly represent your board state. This means:

You must be able to represent the tapped state of your token
You must be able to differentiate types of tokens
Tokens must not be in the same sleeves as the deck you are playing

This is under Section 3.8 of the Tournament Policy

[...] Sleeves or card backs that appear similar to any player’s sleeves or card backs may not be used as markers. [...]

Notably, if you are playing without sleeves, you may not use an unsleeved Magic card as a token

I see no reason to ignore these rules for casual play. They aren't very limiting.
The most common legal method of representing a token, for those lacking the actual token card, is a plain face down card. Any card. If you control multiple types of tokens, it must be clear to both players which cards represent which tokens.
Some players use dice to represent tokens. Depending on what kind of dice you use, it can be difficult or impossible to tell whether a particular token is tapped or untapped. It's also unclear whether a "2" means "two tokens" or "one 2/2 token". You can overcome this by using dice that don't have rotational symmetry and by communicating clearly. I still advise against it because there are easier, clearer options (my opinion).
Representing a large number of tokens individually may not be feasible. In these cases, you can group tokens that have the same status using a single card with a numeric counter placed on top. Every token in the group must be identical. If some are tapped, or if some have summoning sickness, represent them as a separate group.

Those rules can be limiting. The third one, especially, can be a huge pain if you can generate a ton of tokens. Especially in a casual game, situations could come up where a player generates an unwieldy number of tokens (such as with Rhys the Redeemed), and having a separate object for each would be impossible. I also think the first one can be ignored for objects that aren't affected by tapping (such as enchantments), but that's a rare case.

@murgtroid99 I did a little bit of research and it looks like I just made number 3 up because a local judge requires players to represent their tokens individually. It's been removed, and number 1 reworded to cover it more precisely and with a [not so authoritative] reference.

I would be curious to see a more explicit statement of that from a judge. Technically, the rules excerpt you've quoted says that sleeves cannot be used as markers, but it doesn't say that sleeved cardboard can't be used as markers, assuming whatever is in the sleeve suitably identifies the type of token (e.g. one of the token inserts distributed in boosters).

When you are talking about unsleeved cards, is it only considered a card if it has the magic backing and that it isn't really considered a card if it has an ad on the back?

@LukeDrew Exactly. Advertisement cards cannot match any player's sleeve (or lack of), and so they are always safe to use.

I think it might be useful to note in this answer that an easy way to use a small amount of tokens to represent more than two (i.e. if you used Elspeth, Sun's Champion's plus one to create 3 soldiers) would be to put two dice on it, one to represent tapped # of soldiers and one to represent untapped. I'm not sure how to word that in a good enough way to match the rest of the already solid answer, just thought I'd mention it as a possibility.

@JoeyWunderlich Yes, that sort of situation occurs often, so it would be useful to include in the answer. Added.

Dice with solid numbers instead of dots can work, as they can tap. Just get colored dice to keep track of creature color, and write down anything that has to do with them having keywords (like flying) if you cant remember.

@ShadowZ. I hadn't thought about that when I wrote "Dice cannot tap." I'll update the answer.

Most counters and methods use dice or cards to represent that there is a token, or that it has counters on it. But there is only one product I've found that displays power/toughness and can double as a tappable creature token on its own.  It's from Jace's Toy Chest. Only place i've found them is on Etsy and ebay.

A link or more precise name of this item might be helpful for people who are looking for it.

When ever I play magic with my brother or friends, we use sticky notes.
You can write any abilities they might have just as long as you bring a pen. I use smaller sticky notes as ++ tokens too.
This method is occasionally used for feature matches (i.e., matches that get video coverage) at large tournaments, but only when a better alternative is not available. For example, there is no official marker for which mode is chosen for Outpost Siege (Dragons or Khans), so a sticky is used instead.

Our group uses index cards, which is pretty handy because you can just write the static stats (color, creature type, BASE P/T, etc) on the card. D6 on top of the card is usually enough for counters, and d10/20 to count a group of identical tokens if things start getting... silly...

My friends and I use cards that aren't in the current game, face-down. We put coins (1, 2 or 5 cents) on them depending on the power/toughness of the creature tokens (since most of the time, they have equal power and toughness).

Alternative to coins: dice (1 through 6), which is handy if they go up (or down) in value through enchantments or other means.

There are good reasons to separate base power/toughness, P/T from continuous effects, and P/T from counters. If you merge them all together it can become difficult to track what the original base was.

@Joe Golton, That's a bad idea for numerous reasons. Just leave it at the base P/T like on cards.

@JoeGolton If you do use dice, it's probably best to use a distinct color/type of dice for the base power/toughness, so that if you add counters (and also represent them with dice) you can keep them straight.

I put all my ad cards in white, blue, green, red, or black sleeves and put those face down with a dice on them.

Using the colors of the sleeves to represent the color of the token wouldn't work very well for multicolored tokens, such as a Elemental (green-white), or colorless tokens, such as Thopter.

Mini Dice and flipped cards. My friends typically up just use dice. If you want you can easily get a lot of token cards since almost all of them are super cheap.

As far as dice go, use two dice for a 2/2 token. When they are horizontal, the token is untapped. Twist them both so they are vertical, and it's tapped.

I just use a face-down card and put a piece of paper on it with its stats

Welcome to the site Red Dawn! Consider taking the tour for more information on how to write good answers or questions.

Yugioh cards find a creature card that represents the token it is supposed to be. You can buy one in playsets of 3 for 2$.

Given that this question is about Magic the Gathering this answer isn't particularly helpful here.

The suggestion sounds like: get a random yugioh card that looks like the thing and use that for the token, but I'm downvoting because it doesn't very well address the question itself. We are probably not going to benefit from building up a big list of all the token options, because we don't handle list questions well.


text:
When a spell targeting a creature with heroic gets countered, does heroic still trigger?
Tethmos High Priest has the heroic ability:

Whenever you cast a spell that targets Tethmos, return target creature card with converted mana cost 2 or less from graveyard to battlefield.

Suppose Divine Favor is cast, targeting Tethmos. It is countered by Negate.
The last sentence of 601.2c is:

Any abilities that trigger when those players, objects, and/or zones
become the target of a spell trigger at this point; they'll wait to be
put on the stack until the spell has finished being cast.

My interpretation of 601.2c is that Divine favor starts one stack, and when that stack gets resolved, another stack is processed that starts with the Tethmos heroic ability being triggered.
So in this specific case where only one instant is cast (negate), Divine Favor gets negated and has no effect. However, the heroic ability does get triggered.
Is this interpretation correct?
Is it the case in general that heroic abilities do trigger even when the enchantment is countered?

You are correct that the Heroic ability does trigger and successfully resolve, but your understanding about how and why it does is a little off.
Fist of all, there is only one Stack. The Stack is a game zone just like the Battlefield or Exile, it is always there even if there are no abilities or spells in it.
So what happens when you cast Divine Favor is you finish casting it targeting Tethmos High Priest and put it on the Stack. Then before either you or your opponent have a chance to do anything the priest's Heroic ability triggers and goes on the Stack. When you put the Heroic ability on the Stack you chose the target you want to return to the Battlefield. Once the ability is on the Stack and you pass priority your opponent has the opportunity to cast Negate, so the Stack now looks like this:

(top)

Negate (targeting Divine Favor)
Heroic ability (targeting something in the Graveyard)
Divine Favor (targeting the High Priest)

(bottom)

When the Negate resolves it will counter the Divine Favor, but as you can see the Heroic ability is already on the Stack, so it doesn't care that the reason it triggered isn't there anymore, it will still happily resolve.
This is a generic case for all Heroic abilities, they only care that they were targeted by a spell, what happens to the spell after that doesn't matter.

Thanks for addressing the "only one stack" part. I think possibly the source of the OP's confusion was seeing the rules mention "until the spell has finished being cast" and interpreting "cast" as including resolving. But "cast" just means (essentially) paid for and put on the stack - nothing to do with resolving.

@Jefromi Yes - this is a great answer as it addresses the source of confusion behind the question, clarifying that a cast spell does not resolve instantly (in addition to confirming that heroic abilities trigger before a cast enchantment is resolved). With this understanding, I think we will be looking up rules less frequently.

@JoeGolton The basic rulebook also has a decent explanation of how casting and resolving spells works, on page 10 in the current version - http://media.wizards.com/images/magic/resources/rules/EN_MTGM14_PrintedRulebook_LR.pdf

It's worth noting that technically, every element in a stack is the root of another stack entirely contained within its parent stack. So every stack is parent to n-1 substacks where n is the size of the original stack.

@corsiKa What? There is only ever one Stack, and there is no such thing as a sub-Stack.

There is only ever one Stack, but the concept of a stack is not unique to Magic. If OP is familiar with the properties of a stack, he may assume (incorrectly) all of those properties apply to "the Stack".

@corsiKa (3 comments up) well, I don't really think it's worth noting here ;-) The sub-stacks have little to no relevance in Magic.

It's only not worth noting if you know they don't have any relevance. If you didn't know that (like OP probably didn't) then it is worth noting because it speaks to his frame of mind when he asked the question.

Tethmos's ability only care that Tethmos was targeted by a spell; it doesn't care what happens to the spell afterwards.
By the time your opponent cast Negate, not only did Tethmos's ability trigger, it was already placed on the stack. Neither of those things can be undone.

Here's what happens:

You cast[1] Divine Favor targeting Tethmos High Priest. Tethmos's ability triggers[CR 601.2h],[CR 603.2].
The next time a player would get priority[2], Tethmos's ability is placed on the stack[CR 603.3] targeting an appropriate card in your graveyard.
Your opponent casts Negate targeting Divine Favor.
Negate resolves:

Divine Favor is countered.

Tethmos's ability resolves:

Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.

[This is where Divine Favour would resolve if it hadn't been countered.]

Notes:

In this case, that means you place it on the stack, choose its target, activate mana abilities, and pay its cost[CR 601.2].
If you had priority when you cast Divine Favor, you regain priority immediately after casting Divine Favor[CR 601.2h].


text:
Is older MTG Online client not supported any more?
I have both older MTG Online III (version 3.4.82.414) and the very latest MTG Online client installed.
The older one fails when running both Kicker.exe or  Renamer.exe since it tries to reach which seems unreachable
http://mtgodownload1.onlinegaming.wizards.com/mtgov3
Is older MTG Online client not supported any more?

This really has nothing to do with the paper card game. Therefore, I think this question belongs on Arqade, where they have a tag specifically for MTGO called mtg-online. I've flagged it so that hopefully a moderator will move it.

@Rainbolt Our help center does say that questions about computer versions of board/card games are fine - if you think we should subdivide that into about both (okay) and about only the computer version (migrate), maybe we should discuss on meta and try to revise the help center? Not sure it's super-friendly to close/migrate questions that the help seems to say are on topic...

Meta question: http://meta.boardgames.stackexchange.com/questions/1193/are-questions-specifically-about-the-computer-version-of-a-game-on-topic

@Jefromi I think the current policy should be applied with some common sense.

No, it's no longer supported. They announced on June 26:

... we'll be turning off access to the current Magic Online client (aka V3) on July 16.

And on the day of posted this update.
(And of course, if you try to download it, you can only get the new version - that ought to be a pretty good sign too.)

No longer working/supported and that's a real shame considering the already multiple reported bugs that are still going (like replays not working everytime you get to pick some kind of X).

@dnLL You seem surprised that complex software has bugs. For a company that isn't a software company, I'm surprised there aren't more bugs, honestly.

@dnLL More to the point, this is not Wizards' issue tracker or customer support - I'm sure you're genuinely frustrated and there are real bugs to report, but this isn't the place.

I'm surprised, yes, because most of the bugs are a few years old now. I am myself a programmer and complex or not, a bug about an interaction about 2 cards or something making the replay function completely unusable (why keep offering it?) should not be that complicated to fix. You are right to say that this isn't the place but WotC doesn't do anything about it anyway.

@dnLL Then since we all agree this isn't the place, how about we all delete our comments and let this just be an answer to the actual question.


text:
How to build decks with cards not present in my MTG Online collection
Previously in MTG Online was possible to build decks with cards not present in your collection. This is not possible any more in the latest MTG Online client.
Can someone advice on how I can build a deck with cards which I do not own, pls?

I've never tried this. Since presumably the client won't let you play such a deck, is the purpose simply to help keep track of what cards you still need to obtain?

This feature is (or was?) exclusive to MTG Online, and really has nothing to do with the paper card game. Therefore, I think this question belongs on Arqade, where they have a tag specifically for MTGO, called mtg-online. I've flagged it so that hopefully a moderator will move it.

Our help center suggests this is on topic. Meta question: http://meta.boardgames.stackexchange.com/questions/1193/are-questions-specifically-about-the-computer-version-of-a-game-on-topic

When viewing your collection, click the quantity button and then move the left slider to 0 to show cards you don't own. Once you see them you can just doubleclick them to add them to your deck.


text:
What is the Card type of "Emblem Sorin, Lord of Innistrad"?
What is the Card type of "Emblem Sorin, Lord of Innistrad"?
mtgmint lists it as Creature but I am not 100% certain.

In addition to the proper answers below, I should note that mtgmint probably lists it as a creature because it's the first non-creature 'token' to appear in that particular slot in a pack.

It's not a real card. It's basically a token.
As a game object, it's an "emblem".
The relevant comp rules:

113.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but
  no other characteristics.
113.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no
  name, no types, no mana cost, no color, and no expansion symbol.
113.5. An emblem is neither a card nor a permanent. Emblem isn't a card type.

Sorin, Lord of Innistrad has an ability that creates these things (yes, multiples will stack). Dark Ascension booster packs contain an emblem token thingy to help you keep track of it. You aren't obligated to use the emblem card, just like you aren't obligated to use the official token cards to represent tokens.

The type is Emblem, more info on Emblems is available here. This particular emblem can be created by Sorin, Lord of Innistrad. Basically, an emblem is a reminder of an effect. So far, there are no ways to interact with emblems once they are created.


text:
What is written at the back of Half-Elf Monk Art Card (AFR)?
Regarding the card Half-Elf Monk Art Card (AFR): https://scryfall.com/card/aafr/28/half-elf-monk-half-elf-monk
What is the written at its back?
?? (??), Challenge ??
Armor Class ??, Hit Points ??
Speed ? ft.
Attacks ??
STR ? (+?)
DEX ? (+?)
CON ? (+?)
INT ? (+?)
WIS ? (+?)
CHA ? (+?)

This art card does not have a stat block on the back at all. It simply has the standard art card back, which basically just says:

Half-Elf Monk  Zoltan Boros, 28/81

Adventures in the Forgotten Realms had two types of art cards, and only one type had stat blocks on the back. They are divided in two sections on Wizard's page for Adventures in the Forgotten Realms Art Cards:

The first section is Art cards with stats. These are all Forgotten Realms monsters and have stat blocks on the back. They run collector numbers 1–27. You can hit the little “turn over” button on either site to view the back.
The second section is named simply Art cards. These have no special treatment on the back, meaning no stat blocks. They have the standard art card back with the card name and artist attribution. These are collector numbers 28–81.

Half-Elf Monk is the very first card in the second group, and so has no stats at all. You can also see that in this photo which shows Adventures in the Forgotten Realms art cards from collector number 28 onwards:


text:
What does the Kaldheim Commander expansion symbol represent?
What does the Kaldheim Commander expansion symbol represent?
https://mtg.fandom.com/wiki/Kaldheim/Commander_decks
https://scryfall.com/sets/khc

Not sure why people downvote. Obviously this information is not available in wikipedia, gamepedia and and WotC site. Please advice what I am doing wrong. Thank you!

Kaldheim Commander's symbol simply represents a shield. That's tradition at this point: Commander decks have been using vaguely shield-like abstract designs since Commander 2013 or 2014 (depending on how you read them), as is visible from Scryfall's list of Commander sets.
They don't tend to represent anything in specific, but recent Commander sets released alongside standard products have something hinting at the set they're contemporary with: Midnight Hunt Commander has a claw slash across the shield; Forgotten Realms Commander has a dragon on the shield; Kaldheim Commander's shield has an additional symbol that appears to hint at the labrys (double-sided axe) used for the Kaldheim set symbol.


text:
What does the Kaladesh Remastered (KLR) symbol represent?
Please advise: what does the set symbol for Kaladesh Remastered (KLR) represent?
https://mtg.fandom.com/wiki/Kaladesh_Remastered
https://scryfall.com/sets/klr

According to fandom, the expansion symbol is a:

Far Eastern inspired floral motif, representing the aether of the
plane.

I will stick with "Swirling aether" for MTG Studio.

I just realized that the page I linked was for Kaladesh not Kaladesh Remastered, but the symbols are extremely similar so I'm assuming that my answer is still relevant.

The Kaladesh Remastered set symbol is an aesthetic merger of the Kaladesh and Aether Revolt set symbols. It is primarily based on the Kaladesh symbol, with some added motifs from the Aether Revolt symbol at the top (at the “spout”) and bottom (pointy!).
I've arranged them here in a line with Kaladesh Remastered in the middle:

Left: Kaladesh, middle: Kaladesh Remastered, right: Aether Revolt. Source: Keyrune
This is similar to how Amonkhet Remastered's set symbol merged those of AKH and HOU, by superimposing the latter over the former.
To the extent it depicts anything, let's go through the component symbols.

The Kaladesh set symbol depicts a portion of the Consulate symbol, prominently featured in Authority of the Consuls and Greenwheel Liberator. Their symbol represents an aether reservoir holding aether, seen in Aetherflux Reservoir.
The Aether Revolt symbol apparently depicts leaking aether? Presumably it's got something to do with the Renegade symbol, prominently featured in Call for Unity, which depicts an aether reservoir shattered and leaking. It's a pretty plain statement of their mission: overturn the Consulate, which extracts, regulates, and distributes aether, and return it to the people.

So between these, it mostly depicts the reservoir still, but it's spilling over at the top? Maybe it's a spilling or leaking aether reservoir. But I'm not certain it is, in fact, made to depict something, so much as it's meant to just unite the two set symbols.


text:
In MTG what happens when you have multiple Aberrant Researcher in play?
Aberrant Researcher:

At the beginning of your upkeep, put the top card of your library into your graveyard. If it's an instant or sorcery card, transform Aberrant Researcher.

Considering I had two of these in play:
Two questions:
1) Would I put two into the graveyard at the start of my upkeep?
2) If an instant or sorcery is revealed do both flip at the same time?

All Aberrant Researchers trigger independently of each other. An instant or sorcery revealed by one does not flip the other.
If an object (for example, a creature) refers to itself by name in its card text, it only means itself, not other permanents with the same name.

201.4. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.

And yes, both Researchers' ability triggers at the beginning of your upkeep. The Researchers have no relation to each other, they just happen to have identical properties and abilities. They are also checking different cards - each one checks the card it put into the graveyard, not all cards put into the graveyard this way.


text:
Is mutate a creature spell?
When I play a creature for its mutate cost, is it still a creature spell?
For example if I play Gemrazer while Animar, Soul of Elements is on the battlefield, will Animar get a +1/+1 counter?

Yes, a creature card cast for its mutate cost is still a creature spell.
In the Mutate rules, rule 702.104a says

Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).

Anecdotally, which is why they are so good in a Volo deck. 3 mutate trigger's for the price of 1


text:
Does Throne of the God-Pharaoh work with tapped vehicles?
Does Throne of the God-Pharaoh trigger with tapped vehicles?
At the beginning of end step, which happens first?

vehicles cease to be creatures
Throne of the God-Pharaoh triggers with tapped vehicles as they're still creatures

The Throne will see the Vehicles as creatures and work with them just fine.
This is because the ending phase works through the following steps:

End Step — Triggered abilities that say “at the beginning of the end step” or “at the beginning of the next end step” trigger. Players get priority and can cast spells and activate abilities.
Cleanup step — In order: the active player discards down to 7, damage is cleared off all permanents, and all “until end of turn” and “this turn” effects wear off. (Then under rare circumstances, the players might get priority and more cleanup steps might happen.)

Your Throne triggers at the beginning of the end step, and your Vehicles don't stop being creatures until the cleanup step happens.

Also, just so you know, Throne of the God-Pharaoh's ability will always trigger even if you have no creatures out (its rulings mention as much), and we only determine the amount of life to be lost as that triggered ability resolves.
This means after it triggers and before it resolves, you have the opportunity to ensure you have more tapped creatures. Handily, you can also activate a crew ability for a vehicle even when it's already crewed, as confirmed by vehicle rulings:

You may activate a crew ability of a Vehicle even if it’s already an artifact creature. Doing so has no effect on the Vehicle. It doesn’t change its power and toughness.

So if you have a Vehicle sitting around, if you'd like to, you can crew it some more to get more tapped creatures.

You have a typo in “pharaoh,” breaking the link. Too short for me to edit.

@KRyan thanks very much, fixed! I make that exact typo every time I write that word...

I had double-, triple-, quadruple-check that I was write before commenting, even with the broken link.


text:
Lifelink attacking a planeswalker
A player told me that attacking a planeswalker with a creature with lifelink doesn't provide lifegain. It sounds strange to me since damage are dealt by the creature (whatever to who, what).
This player was a judge but since he was also my oponent, I query about this point of rule...

how can a judge not know that?

Are you sure he's a judge?

Yes he's a judge, it's a shame but i think he's just a cheater

You will gain life by attacking a planeswalker with a creature that has lifelink. More generally, any damage source with lifelink will cause you to gain life if it deals damage to anything.
The definition of lifelink in rule 702.15b says this:

Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3.

Lifelink is defined as follows:

702.15b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3.

Attacking a Planeswalker deals damage to it.

510.1. First, the active player announces how each attacking creature assigns its combat damage, [...]. A player assigns a creature’s combat damage according to the following rules:
510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. [...]
510.1b An unblocked creature assigns its combat damage to the player or planeswalker it’s attacking. [...]
510.1c-e [...]
510.2. Second, all combat damage that’s been assigned is dealt simultaneously. [...]

Whatever additional effects the dealing of damage may have (loss of life, gain of poison counters, loss of loyalty counters, gain of marked damage, gain of -1/-1 counters, etc) are irrelevant. You will gain life.

Both the other answers quote a rule which tells you to look at 119.3, but fails to take a look at that rule. Rule 119.3 details what actually happens when damage is dealt. For instance, 119.3c says

Damage dealt to a planeswalker causes that many loyalty counters to be removed from that
  planeswalker.

And 119.3f says

Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.

In other words, a planeswalker losing loyalty counters from receiving damage, and a damage source with lifelink giving its controller life are both equally fundamental to how damage works in MTG. The rules do not say they exclude one another (119.3f even specifies "in addition to the damage’s other results") so both things will happen.

119.3f is just a "reminder rule" that repeats 702.15b. There was nothing left out of my answer. (You, on the other hand, didn't show that the the creature dealt damage to the Planeswalker, only that it would cause life gain if it did.)

@ikegami The question was never about whether damage would happen to the Paneswalker, though, only whether lifegain would occur as a result. At least the way i read it. But sure, see my answer as a comment too long to be a comment if you will. It started out that way, after all.


text:
Sunbird's invocation implied rules
I'm stuck with these rulings in Sunbird's Invocation:

For spells with {X} in their mana costs, use the value chosen for X
to determine the spell's converted mana cost.
If a revealed card in your library has {X} in its mana cost, you must choose 0
as the value of X when casting it without paying its mana cost.

Does it mean spells with {X} sometimes have CMC 0 and sometimes X?
Additionnaly, can I play a land from the revealed cards?

No value is treated the same as 0. Until you pick what X will be and pay it, putting the spell on the stack, X has no value, so anywhere but the stack X is treated as 0 for the purposes of determining CMC.

Does it mean spells with {X} sometimes have CMC 0 and sometimes X?

Yes, but thankfully it's simple:

If a spell is on the stack, {X} is treated as the value the caster chose for it.
Anywhere else, {X} is 0.

This comes from comprehensive rule 202:

202.3d When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

However, the second ruling is referencing something else entirely: if you cast a card "without paying its mana cost", you always have to choose 0 for the value of {X}. You're not paying its mana, so you don't get to pick some other arbitrarily value. This means, more often than not, it is not worthwhile casting an {X} spell for free.

Additionnaly, can I play a land from the revealed cards?

No. Sunbird's Invocation says you cast the card. Lands can't be cast, only played. See Stromkirk Occultist for an example of a card that lets you play lands.

Yes, CMC only includes X when the spell is on the stack:

202.3d When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

This explains your first quoted ruling - the CMC of the spell triggering your Sunbird's Invocation includes X because it's on the stack.
The second one is actually subtly different. It's not just about the CMC of the revealed card (which does treat X as 0) but also about what happens when you cast the spell without paying its mana cost:

107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0.

So for example, if you cast a Sanguine Sacrament (mana cost {X}{W}{W}) with X=5, its CMC is 7, so Sunbird's Invocation will reveal 7 cards and let you cast something with CMC up to 7.
However, if you find another Sanguine Sacrament among those revealed cards, you would only be able to cast it with X=0, even though you're allowed to cast spells with higher CMC.

You can't cast lands, so you can't play lands from the revealed cards:

You may cast a card revealed this way...

If a card lets you play lands, it needs to say that you can "play" the card, not "cast" it.

Does it mean spells with {X} sometimes have CMC 0 and sometimes X?

No, an X for a spell is whatever was chosen. An X for a card is 0.

111.1. A spell is a card on the stack.

For something to be a spell, it has to be put on the stack, and to put it on the stack, you have to pay its cost. Whenever you put a spell with X in its cost on the stack, you have to choose what X is. Whatever you choose for X, that's what's used for Sunbird's Invocation.
When you reveal cards, those aren't spells yet, because they haven't been put on the stack. Since no X has been chosen, X is 0.

[Additionally], can I play a land from the revealed cards?

No, it says that you can "cast" a card, and lands aren't cast.

305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn't use the stack (see rule 115). Rather, the player simply puts the land onto the battlefield. Since the land doesn't go on the stack, it is never a spell, and players can't respond to it with instants or activated abilities.


text:
Does transforming a card trigger an enters the battlefield effect?
When a card transforms to its back face, does it trigger an enter the battlefield ability?
In most cases (maybe all), when a card is flipped, it's exiled and returned to the battlefield so it triggers. But what would be triggered if card is just flipped?
For example, when Chandra, Fire of Kaladesh is flipped to Chandra, Roaring Flame, does it trigger Oath of Chandra second ability?

Werewolf creature cards, the most common cards that flip, do not get exiled and do not trigger enter to the battlefield effects when they flipped. When they flip they do not trigger enter the battlefield effects. The five planeswalkers from the Magic Origins do get exiled when they flipped and enter the battlefield flipped triggering any enter the battlefield effects.

Transforming a card doesn't cause enter the battlefield effects to trigger.
Transforming a card is explained in the comprehensive rules under rule 701.26. More specifically:

701.26a To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced cards can transform. (See rule 711, “Double-Faced Cards.”)

When transforming a double faced card (Rule 711) it never leaves the battlefield in the first place.

The exception to this standard way of transforming are the 5 Planeswalkers from magic Orgins. In order to function properly they have additional rules text on each card that modifies how they transform, for instance Chandra has (emphasis mine):

If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed under her owner's control.

The Magic Origins Planeswalkers need to leave and Enter the Battlefield in order to get their Loyalty counters, as all Planeswlakers are treated as if they have "This permanent enters the battlefield with a number of loyalty counters on it equal to its printed loyalty number." in their rules text (306.5b). If they transformed normally they would never receive their loyalty counters and would then die.
In your specific example since Chandra the Roaring Flame is being exiled and then returning to the Battlefield transformed, Oath of Chandra's ability will trigger.

There is also a vehicle from Ixalan that exiles to transform

@diego It seems to be a conscious design choice for Conqueror's Galleon, and is mentioned in the Rulings on its gatherers page. "Unlike the other double-faced cards in the Ixalan set, Conqueror’s Galleon is exiled and then returned to battlefield transformed. It will be considered a new object entering the battlefield. Notably, it will return to the battlefield untapped."

It isn't really a design choice, as much as a rules reason. If it didn't exile it would still be a creature from the Crew ability, but it wouldn't have a defined toughness so it would die. Exiling makes it a new object so it isn't a creature any more. (Also I was mostly commenting because you say 'the exception'  rather than 'an exception)

@diego good point I hadn't considered that. I thought it was something along the lines of stripping off whatever buffs/effects might have been applied during combat along with allowing the land to come in untapped. the exiling does make things simpler though since you can just treat it like a new object.

@diego For background, I believe this is because, if the vehicle was crewed, the land would still be an artifact creature due to the rules defining crew. However, it doesn't have printed power/toughness, so it would die, or it would need those numbers printed which would be confusing on a land.

Most cards that transform do not exile themselves prior to transforming. Usually the only cards that do have some sort of rules reason for the exile (for the Planeswalkers like Chandra, Roaring Flame for example it is so they get loyalty counters without needing extra text to give them).
For a transforming card like Huntmaster of the Fells, where the card does not get exiled prior to transforming they do not leave the battlefield, thus they do not enter the battlefield.
For your specific example Chandra, Roaring Flame will trigger Oath of Chandra because the card is entering the battle field. But if instead you had the Huntmaster and Warstorm Surge transforming would not trigger Warstorm Surge's ability.

From the glossary of the Comprehensive Rules:

A nontoken permanent “enters the battlefield” when it’s moved onto the battlefield from another zone.

Various other things you can do to a card, including transforming it, flipping it, tapping it, etc, that do not involve changing zones are thus not entering the battlefield, but e.g. Chandra, Fire of Kaladesh is exiled and then returns to the battlefield, so it is entering the battlefield.

Tokens also enter the battlefield when they're poped, aren't they?

Here's the second sentence of the rule I quoted: 'A token “enters the battlefield” when it’s created.'


text:
Can Reveillark bring itself back from the graveyard?
Can Reveillark's leaves-the-battlefield ability target itself?
For example, let's say its power and thoughness are turned to 0: it is destroyed (so its ability triggers) and its power is 2 or less (so it can be a target).

Do you have in mind a specific method of making its power 2 or less while it's in the graveyard?

Reveillark cannot target a Reveillark card in the graveyard, including itself. While it is in the graveyard, it has its printed characteristics, including 4 power. There are currently no cards that can change the power or toughness of a creature card in a graveyard. So, once it is in the graveyard, it is not a legal target of its own ability, even if it had power 2 or less while on the battlefield.
However, there is a way to get a very similar effect. If you have a Clone, for example, copying a Reveillark, and the Clone dies, it will have power 0 while in the graveyard, and it will be a legal target for the triggered ability. So it can bring itself back, and copy the Reveillark again, effectively achieving the same outcome that you are looking for.

Is there a time between the moment the Clone dies and the moment it is targeted? In fact, is it in the graveyard at the moment it leaves the battlefield?

Yes, by the time you are choosing targets for the ability, Clone is in the graveyard and is a valid target.

@sinsedrix There in no in-between place for the Clone to go. One moment it is on the battlefield, the next it is in the graveyard.

@sinsedrix: "Dies" means "is put into the graveyard from the battlefield". All abilities triggering when a creature dies require that creature already to be in the graveyard, so that's likely where they'll be when the ability triggers. It will never be on the battlefield and in the graveyard, but there's no "transition" zone.

No, you can't return Reveillark with its own ability.  When it hits the graveyard, any effects that changed its power on the battlefield no longer apply.  It is now a 4 power creature card so its ability can't target it.

400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence


text:
Can I suspend Ith, High Arcanist as my commander directly from the command zone?
When Ith, High Arcanist is in command zone, can I use its suspend ability?
Does the suspend activity cost increase the second time or is the additional cost is only applied to casting cost?

@doppelgreener the link toward the gatherer does not seem to work

It works for me... could you right-click the link, copy link address, and paste here where it's pointing for you?

It points to http://gatherer.wizards.com/Pages/Search/Default.aspx?name=%2b%5bIth%2c%20High%20Arcanist%5d

Looks like that link's dependent on your language used for Gatherer; I think the linker presumes you're using English.

No, you cannot.
Suspend means:

702.61. Suspend
702.61a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, play it without paying its mana cost if able. If you can’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”

You can only use Suspend from your hand. Since the Command zone is a zone different from your hand, you cannot use Suspend.
This is also summarised in the reminder text for Ith's Suspend ability, which can be read on Gatherer.

Optionally, can a suspended card be countered when it is played?

@sinsedrix You can counter a suspended spell when it's cast (after the time counters run out) and it's on the stack. Putting it into suspend-exile in the first place doesn't use the stack, so the spell isn't on the stack, so it can't be countered.

You can't use the suspend ability. From the card's Gatherer rulings:

7/1/2013: In a Commander game where this card is your commander, you cannot suspend it from the Command zone.

You attributed that ruling to magiccards.info, but in fact magiccards.info was only reproducing an official ruling found in Ith's gatherer page (it's the last ruling on the page). I've edited your post to attribute the ruling to the original and authoritative source.


text:
Meaning of "it's still a land"
When a land turns into a creature, but the effect that did that says "it's still a land", does that mean it can still produce its original mana? Or does it only have the Land type as an additional type?

Aside from the current answers it also means it can still be targeted by thing that target lands (Demolition) and still can't be targeted by things that can't target lands (Abrupt Decay).

Stalking Stone is actually an exception to this rule as it becomes a creature and never goes back.

@NeilMeyer While Stalking Stones becomes a creature permanently, as opposed to until end of turn, the ability that makes it a creature also says that it's still a land, so everything said still applies to it.

When a land becomes a creature (or any other permanent type) but is still a land, it retains all subtypes associated with being a land it may have had previously, such as "Mountain" or "Plains". If the rider that says "It is still a land" were not there, it would lose those types. The main reason this is significant is that each of the land types comes with the ability to tap for the appropriate colour of mana, so if you lose the subtype "Mountain", for example, you can no longer tap for red mana.
Example 1: Suppose you turn a basic mountain into a plant creature, and it is still a land, as in your original question. Its type-line now reads: Basic Land Creature - Mountain Plant. It can still tap for red mana, because it is still a mountain.
Example 2: Suppose you turn the basic mountain into a plant creature, but this time it is not still a land (I'm not sure if there are any cards that work like this, but it is possible). The type-line now reads: Creature - Plant. It has no activated abilities, as tapping to add red mana is something associated with being a mountain, and this creature is no longer a mountain.
Example 3: Suppose you turn a nonbasic land with the ability "T: Add C to your mana pool" (that is, you can tap it for colourless mana) into a plant creature, but this time, it is not still a land. You end up with the type-line: Creature - Plant, but it still has the tap ability to add colourless mana.

In the case a mountain becomes a swamp, does it still produce red mana or does it produce black mana instead? (it may be another question)

I'm going to assume you're talking about Urborg, Tomb of Yawgmoth?
If a card says "Each land is a swamp in addition to its other types" then each land retains all the properties it had before (in this case, it's still a mountain and it still taps for red), but it also is a swamp and taps for black.
To contrast, see Blood Moon, which says "Nonbasic lands are Mountains". Nonbasic lands lose all of their abilities, including types (so your Breeding Pool is no longer a forest or an island), and will be mountains that only tap for red.

If it didn't have that text it would no longer be a land. For lands without a basic land type this wouldn't change a whole lot since removing types doesn't effect abilities. For lands with basic land types they would lose any mana abilities that those basic land types grant.
But since it retains the land type nothing really happens other than it gaining the new type  (and anything else that ability might do).

205.1a Some effects set an object’s card type. In such cases, the new card type(s) replaces any existing card types.
205.1b Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained.

That land is both a land (of its original types) and also a creature.  So, a forest that is turned into a blue elemental is: a blue "creature land - elemental forest" that can tap (unless summoning sick) for green mana.

Blue wouldn't be on the type line, that would just change the characteristics of the permanent.

An elaboration:
One of the most important aspects of being a land is that lands can have types that other card types cannot have. Plains, Island, Swamp, Mountain, and Forest are all types of Lands. When objects with these types stop being lands, they lose these types and therefore do not produce mana colors of those types any longer.


text:
What happens if you use a Clone Effect on a Double Faced Card that's Transformed?
Say someone has Ludevic's Test Subject, which is a 0/3 Defender, and after some mechanics, transforms into a 13/13 Lizard Horror with Trample.
Say this someone managed to transform said card into its 13/13 Trample form, and then cast Phyrexian Metamorph on it (or any other clone type card if it would matter between different ones). Does the Metamorph/Clone/etc. come into play transformed, or as the 0/3 Defender?

If an effect tries to copy a double-faced permanent, it sees whichever side is face-up.
There's actually an example in the comprehensive rules that covers this sort of scenario:

711.3. Except for determining whether or not a permanent can transform, a spell, ability, effect, or rule that needs information about a double-faced permanent sees only the information given by the face that's currently up.
Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can't transform.

Whenever a clone-style effect tries to copy a permanent, it copies the copiable values of that permanent. In the case of a double-faced permanent (that isn't already a copy of something else), those values are whatever is printed on the face that is currently showing.
Note, however, that if a permanent can only transform if it's actually represented by a double-faced card. If you create a copy of Ludevic's Test Subject before it transforms, you can add as many counters as you want, but it will never become Ludevic's Abomination.

701.25a Only permanents represented by double-faced cards can transform. (See rule 711, “Double-Faced Cards.”) If a spell or ability instructs a player to transform any permanent that isn‘t represented by a double-faced card, nothing happens.

I am so unhappy with thus ruling thematically and mechanically


text:
Regeneration specifics: activation of the ability in combat
I'm aware of this question about regeneration, which covers almost everything about it, but the focus of that question was on instants such as Shock or Doom Blade. My question is different and wasn't answered by that post.
If I block a 5/5 creature with two 4/4 creatures that both have a regeneration ability, but I only have enough mana to regenerate one of my creatures, can I regenerate after my opponent has assigned lethal damage to one of my creatures?
Does the creature immediately die from lethal damage since I can't predict where said damage will go (and therefore can't activate the shield beforehand), or can I still regenerate it?

possible duplicate of How does regeneration work in Magic the Gathering?

See the accepted answer in that duplicate question where it states The only condition is that the regeneration has to happen before the destruction effect. Combat damage no longer uses the stack.

See also: http://boardgames.stackexchange.com/questions/6047/when-must-an-instant-be-played-that-prevents-damage

@ghoppe see also the first sentence in my post.

In the declare blockers step, the attacker must specify the order of the blocking creatures.
What that means, in the scope of your question, is that the owner of the 5/5 creature must declare which of your 4/4s he is going to deal damage to first.  As such, you have a pretty good idea which creature you want to regenerate: the one the attacker put first into the firing line!  Unless something else happens, that creature will take 4 damage and be regenerated, the other creature will take 1 damage, and both your blockers will survive.