text:
Can I cast Kheru Spellsnatcher's spell after it leaves the battlefield?
Kheru Spellsnatcher's morph ability is a good one. Suppose I've turned it face up and exiled a spell with its triggered ability, then Kheru Spellsnatcher dies. May I play the exiled spell still even if Kheru Spellsnatcher isn't around anymore?

Let us continue this discussion in chat.

Yes, you may cast the exiled card whether you control Kheru Spellsnatcher or not.
Kheru Spellsnatcher's ability creates a continuous effect (with unlimited duration) that modifies the rules of the game. Specifically, it allows you to cast the exiled card from exile.

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.

The effect does not specify whether or not Kheru has to be on the battlefield, and indeed does not reference Kheru at all. Therefore it does not matter what happens to the Kheru that exiled the card. All that matters is that the card remains exiled.
There are similar effects that require the originator of the effect to remain on the battlefield or some other condition, but they either specify so, such as Awakener Druid, or the ability that allows you to cast those cards are a separate ability, such as that of Nightveil Specter that naturally disappears when the Nightveil Specter does.


text:
Can a creature be set up to regenerate and still deal combat damage?
Regeneration has passed through several changes in its rulings. It now says that after the regen has been resolved, creature must tap and be removed from combat. This means a lot, and it is quite different from the old MTG ruling: for instance, old cards (just like Clay Statue, and many others) are almost completely obsolete. But it is better to take a modern card to make examples, and questions about it.
If Skithiryx, the Blight Dragon has been blocked by a 5/5 flying creature, his controller has 2 options:

Leave the dragon fight and deal his 4 infect damages to the 5/5 blocker, but Skithiryx dies too, since its controller has chosen to do not regenerate it; or,
Regenerate Skithiryx, and therefore remove it from the combat – but this means that dragon isn’t able to deal his 4 infect damages to the flying blocker.

Is all this example correct?

We are able to regenerate Skithiryx and assign combat damage. Option 2 is not accurately depicting how regenerate works.
When we use an ability or spell that says "regenerate (some creature)", we are not then and there performing the regenerate procedure (tap it, remove it from combat, remove damage marked on it). Instead, we're applying a sort of shield. Next time the creature dies, the shield gets used up and the regenerate procedure happens.
Specifically, Regeneration is a replacement effect that replaces the next time the creature would be destroyed. You can read about it in the comprehensive rules under rule 701.14.
It's a bit confusing and that's part of why regenerate has faded away.
In the case of Skithiryx, this is what will typically happen in your example:

I attack with Skithiryx. You block it with your 5/5.
At the end of the blocking step, before combat damage happens, I activate Skithiryx's regenerate ability. Nothing happens now, but the regeneration shield is made.
We advance to combat damage. Simultaneously, your 5/5 deals 5 damage to Skithiryx, then Skithiryx assigns 4 infect damage to your 5/5.
Immediately after combat damage, state-based actions are checked. Skithiryx has lethal damage marked on it and so would be destroyed. The regeneration shield we created is now applied and expended: we tap Skithiryx, remove all combat damage from it, and remove it from combat (which hardly matters since combat is almost over at this stage).

So ol' Skithy deals its damage and survives, and you now have a 1/1 flier.

Well, Ok,Doppelgreener, but then...what does the expression "remove it from combat" means? It is completely useless? What kind of effect do you expect from it,maybe it is useful in blocking? What happens if Skithiryx is used to block the flier instead? Is  it  still able to regen and deal is damage? Oh...I dislike this change in ruling...

@Massimiliano It's not a very meaninggful part of regeneration in this particular scenario. It would be relevant if someone cast Divine Verdict on Skithiryx between step 2 and 3: Skithiryx regenerates, but leaves combat, and is no longer attacking and won't assign or be assigned combat damage. I suggest if you need to learn more about that specific part of regenerate, you may want to ask a new question about that part specifically.

Ok, i'll do this, really great answer. Clay Statue flavour text - "Tawnos won fame as Urza's greatest assistant. After he created these warriors, Urza ended his apprenticeship, promoting him directly to the rank of master" - must be edited this way:"After Tawnos created these warriors, Urza ended his apprenticeship....firing and kicking him!!!". Regeneration is really in decay...

@Massimiliano As a matter of fact regenerate has altogether been removed from the evergreen keyword list. The last time we saw Regenerate was in Oath of the Gatewatch (January 2016). They're now experimenting with a new template that grants indestructible and taps the creature.

Ok, anyway what Doppelgreener says about regen is able to correct some fear I got in my mind...Ol' skithy works well, and it is enough. I just couldn't stand such a creature to be removed from combat without dealing its damage when you are going to regenerate it...fortunately, this is uncorrect!

While also done for flavor reasons, I think the point of removing the creature from combat was they wanted to reduce the situations where you would unintuitively have to regenerate your creature twice.  @doppelgreener mentioned casting Divine Verdict early in combat.  If it weren't removed from combat, then after regenerating the creature could get blocked and have to regenerate again.  That is why Deathtouch had to be supported by the rules, since previous templates would require double regeneration for a single hit.

I think that "so how many ties do I need to regenerate this creature...?" question is why they're putting the regeneration mechanic away and just experimenting with granting til-end-of-turn indestructible. :)

source: Stack Exchange

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text:
Is it possible, controlling Vesuvan Doppelganger, to have two legends with the same name in play at the same time?
According to the Legend rule, Legendary Creatures - or simply Legends - can be summoned only if a Legend with the same name as the one a player would like to summon is not already in play.
This obviously means that two identical legendary creature cards cannot be simultaneously present on the battlefield; but it also means that no player can summon cards like Clone, or Copy Artifact, if their owner chooses a Legend as the artifact creature or creature to copy.
For example, if Traxos, Scourge of Kroog is in play, any player cannot cast Copy Artifact and choose to copy Traxos.
Or if it does, Copy Artifact immediately ends up in its owner's graveyard.
Assuming that what is reported is correct, the question is then the following:

A player has on the battlefield Vesuvan Doppelganger, who has already copied another creature in play.
Later in the game, the opponent summons Slimefoot, the Stowaway.
In the next upkeep phase, the player controlling Vesuvan Doppelganger then intends to copy it.
However, if the latter chose Slimefoot as the object of his next transformation, the Vesuvan Shapeshifter would be immediately taken to its owner's graveyard.

Is everything reported correct?

The legend rule you're referencing hasn't been in the game for something like twenty years. What rules source are you looking at?

The rule I'm talking about was the first to come out.The rule I am talking about was clearly visible in the instruction booklet present in theLegendsBasicDecks.When the Legends came out,I played a little with that expansion,and so I used it very little.But nevertheless I believed that this basic rule had remained unchanged.Which I learn now is wrong.So,under the current rule,the opponent can play Legends equal to mine,or copy them.Instead, the player who has aLegend in play, cannot transform his Vesuvan Doppelganger with the appearance of the Legend that is in play on his side. Is it correct?

Ok, I see. I thought you might be a newer player learning the rules from an outdated source. Sounds like you've been playing for a long time and just didn't come across some changes.

I am an old-fashioned player. The story I am telling is that of a player from the Alpha & Beta times, who, poisoned by a sleeping potion during an old Magic match, falls asleep for twenty-five years ... and awakens with the rules of the game completely changed. And he can't stand the new rules !! So, all he does is continually ask if the given rule has changed, or if it has remained more or less the same ... making himself unbearable, and making all the new players die with laughter: but these last are also immature, fierce ... but extremely superb,too.

Do not add more questions to your question post, especially after answers have been posted. If you have a new question, you can make a new question post with that question.

I'd like to tell @DohnJoe that his editing has been accepted. You have eliminated from my question parts that are really out of place, due to my ignorance of the current rules ... I assumed that the "legend rule",since 1994,had always remained unchanged! And I wrote laughing-bestiality ... like: "According to the well-known rule" ... (!!) which is an example of misplaced claims rightly eliminated. What about: ... thank you! You all are officially invited to smile at my mistakes!

Each player can have their own Slimefoot, the Stowaway. The legend rule applies only to permanents controlled by the same player; the other players' permanents are not taken into account.

704.5j If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”

Originally, the legend rule did take all players into account, so there really could be only one legendary pemanent with any given name on the battlefield, but that was changed at some point.

But let me say this: the past-rule  was much more fascinating. The original legendary permanent - in the whole  Dominaria -  must be only one!

Also, there's no rule against summoning a Legendary when you already have one. It's just that one goes away as a SBA. So, for instance, if you have a Legendary creature with damage, you can summon another copy of the creature and keep the one without damage. And if you have Rules Lawyer, you can keep both.

@Acccumulation They are talking about the very first Legend rule.  Originally, having a Legendary permanent on the battlefield prevented any player from even playing another copy.  I believe the first update to this was in Kamigawa when it went to the "elimination" rule, then I think Theros is where it went to the one-sided elimination rule.  in both cases, it led to better gameplay since the progression of those rules reduced the benefit the player got from winning the die roll and getting their Legend out first.

You mean "the DICE roll"...isn't it, Caleb? Anyway, what you are saying it is true. The game is better now. But less fascinating, too.

@ManoFromBerlin The English word "dice" is actually a plural word.  The singular form is "die":
https://en.wiktionary.org/wiki/die#Noun_2

Never heard about it...I can't believe it ... isn't it that you haven't forgiven me yet that, that wretched time, I inverted your comment with that of Gendolkari ??

And generally, the English word "die" means ... er, something else!

@ManoFromBerlin Nah, I don't feel bad about that.  I just know that English is not your first language and wanted to help you out with it.  I wasn't trying to be mean or a know-it-all about it, so sorry if it came off that way!  And yes, die is definitely a loaded term (pun intended)!

I think this discusssion is better continued in chat, unless you have more questions about my answer specifically

However, I added a side question to the original question: something that has not been answered by what is present here, although excellent.

@ManoFromBerlin Please avoid editing old questions with follow-up questions, this is not how Stack Exchange sites work: we strongly encourage only 1 question per thread. Since my answer addresses your original question, what happens to multiple legendaries, your question is more about how copying permanents works. That is only tangentially related to legendaries and should go into its own question.

It is true,excuse me.However, your answer was unclear on this point,although it did provide clarification on the new rules.But there is a point in the question that has not been given enough attention in your answer,where it says:"If Traxos  is in play, any player cannot castCopyArtifact and choose to copyTraxos.Or however, if it does,CopyArtifact immediately ends up in its owner's graveyard".I was wrong to accept it, because this part was actually missing.At the time I was amazed that the old rule had been changed, and I really didn't know.Anyway,take your time, you are not obliged to answer!

In any case, I rewrote the secondary question, linking it to this. The side question is now a proper question called:-"Is it possible to copy a Legend that is on the battlefield on your side?"

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text:
Who is the controller of an Aura when the creature it enchants is stolen?
I have a Cockatrice enchanted with an aura, Celestial Mantle, which says:

Whenever enchanted creature deals combat damage to a player, double its controller’s life total.

My opponent then enchants the Cockatrice with Control Magic. Next turn, they attack with it.
Who's the controller of the Celestial Mantle at this stage? Who will benefit from Celestial Mantle's ability to double a player's life total?

The player who put the Aura onto the creature, or
The player controlling the creature?

(I'm pretty sure the answer is - the current Cockatrice controller - but I thought I'd ask you the same ...)

duplicate of: https://boardgames.stackexchange.com/questions/45857/who-controls-negative-creature-enchantments

Well, I disagree: my question is an evidence of the opposite situation...and that this kind of situations happens, and that is a proper and different question.

Not really, it is 'who controls a permanent' which is something that has been answered several times here ;)

Ok, but how coould I know this?

FWIW I think that your questions have had value in revisiting other questions from a different perspective. Querying this site for other questions is the first step, it is expected that a question has some research behind it before it is asked. However this is a complex game and duplicates happen. At that point it should be the responsibility of the community and its moderators to consolidate the questions which increases the value of any given question on the site. This whole stack should be a living document of crowd-sourced truths for the rest of the world to use to solve their problems :)

I agree with this. Thus, wait a little for my next question...

Although it has been unfairly closed, my question about "Singing Bell Strike" (please see it)  shows another example of the fact that kind of Aura's situations often have to be seen one by one. This, of course, is especially true for beginners. Certainly not for an expert like you, Ayatollah ...

However, even if it actually resembles the questions it was associated with, this situation can cause some problems because it is the creature's controller that doubles its life points, and not the Aura's controller. It is possible to be easily mistaken, and so the question is not exactly the same as Ajatollah of Rock'n Rolla refers to.

You're still controlling the aura.

303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.

However, in this case it doesn't matter. The aura says

double its controller's life total

"its" refers to the enchanted creature, not the aura itself. So your opponent will get the benefits here.

In fact, it's like I thought ... I also said it in the comment above. I ask for it just to make sure about. it is a quite simple question...
But please...don't rate me bad for doing this!!!

It can however be useful for beginners, or for a quick recognition of the rules about this kind of topics...

Anyway...Gendolkari you are right....card text says: "its controller's life total", and it is not "it's" like Glorfinder wrote it, because is a possessive pronoun.... (english is not my mother language....! did you understand that already?)

@Massimiliano An aura and its target are less connected than one might intuitively think. I know many people, for instance, tap auras on creatures that attack. That might often be just a convenience, but it's easy to believe that the auras actually tap if you haven't been specifically told that they don't. In fact, placing it under or on top of the card it enchants is also "a convenience". Pedantically (at least according to the Comp rules; I know little of tournament rules), one might just as well play them out on the table completely separate like any other card. But please don't.

An interesting thing is that older Auras and Equipment tended to give benefits to their controllers such as Spirit Link, and newer enchantments tend to give the benefits to the Enchanted/Equiped permanent.

Also note cards like Vow of Flight (there's a full five color rotation of similar auras), which would be completely pointless if ownership of an aura was synced with the permanent it's enchanting.

@Arthur And the whole putting cards on the side of the table that corresponds with their controller is also a matter of pure convenience.

Well,I'm quite sure that is as you answer to me.I started having doubt about it when reading the Gatherer's Rulings about this card.It says:-"At the time the ability triggers,determine which creature CM is enchanting.As the ability resolves,determine who currently controls that creature(or, if it’s no longer on the battlefield, determine who controlled it when it left).That’s the player whose life total is doubled.It doesn’t matter who controls CM,who controlled the creature at the time the ability triggered, or what creature C M enchants at the time the ability resolves". What do you think?

Anyway, the reason why I asked about such an apparently simple question is precisely this: it is not always said that an Aura,and what it enchants, are linked, in the sense that controller of the one may not necessarily be the controller of the other.

@Massimiliano indeed, there's nothing stopping you from enchanting the opponent's creatures, even without Control Magic and other controller change shenanigans. As for the Gatherer ruling, it addresses a rather narrow case where you steal the enchanted creature while Celestial Mantle's trigger is still on the stack. In short - which creature counts for CM's ability is checked when it triggers, but who gets the life is checked when it resolves. Moving CM to one of your creatures in response to the trigger won't let you get double life points, but stealing the creature it's enchanting will.

I, and You too, must admit that it is a brainy situation ... anyway, a good way to get away with one of these situations - assuming it was "you" who suffered the theft of the creature - is to use the really underrated "Dispotic Scepter" card, which in one case like this looks really useful ...


text:
Childhood dangers card game made in the 70s/80s
Does anyone remember the name of a card game that was made in the 70s or 80s in which you collect cards in a sequence of events that was meant to teach kids to avoid household injuries?
Some of the card collections included: don't reach for a pot of boiling water, don't play with matches, and don't leave a rake in the grass with the tines sticking up. They had circles in the corner with symbols tied to the cards you were collecting (pot of water, match, etc.). The back of the cards might have had red crosses on them, but not sure.
My mom was a teacher, and says she may have bought them at an educational store in the Tacoma, WA area where I grew up. My sister and I joke that this game was a shared fever dream, since they were so weird (and morbid....the final cards all had children with x-out eyes), and no one else on earth seems to remember this game—Help!

This is probably not what you are looking for, unless yours is an older edition. Does «Cheers and Tears» sound right? https://www.wopc.co.uk/waddingtons/cheers-and-tears

Nope- but I really appreciate you trying to help :-)

Sounds like "Safety Quartett" (One of the thousands of Quartett / Go Fish! thematic decks).
Example card: https://boardgamegeek.com/image/1538979/quartett
And the one  with the rake: https://boardgamegeek.com/image/1538975/quartett

This might be it-thanks for pointing me in this direction!


text:
Do Adventure cards count towards "number of instant and sorcery cards in your graveyard"?
If I summon Crackling Drake while having only having a Giant Killer on my graveyard (or in exile) will my Drake be 0/4 or 1/4?
I got confused by some answers. Some say that when an adventure card is anywhere except the stack it's a Creature card. So it would be 0/1.
But there is this example from rule 601.3e:

Melek, Izzet Paragon says, in part, "You may cast the top card of your library if it's an instant or sorcery card." If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, you may cast Chop Down.

In the case above Giant Killer (Chop Down) is considered a Instant Card, but there is also this example:

You won't be able to cast Chop Down with the ability of Torrential Gearhulk because in your graveyard, it is not an instant and it would thus be an illegal target.

So now Giant Killer (Chop Down) is not considered an Instant Card.
Can anyone explain what makes these cases different? Is it because it's being "targeted" or maybe because one is being cast from the library and the other one from the graveyard?
Thanks!

No, an adventure card is an instant/sorcery only on the stack and only if it's being cast as such. At any other time, it counts as a creature object. You can cast the adventure part through Melek because of intricacies in the spell casting rules.

715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.

So for current adventure cards, they are only creature cards while in exile or the graveyard, and do not count for Crackling Drake.
So if Giant Killer is only a creature card in the library, why can you cast it with Melek? The example you gave is from rule 601.3e:

601.3e If a rule or effect states that only an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast, those alternative characteristics replace the object’s characteristics prior to determining whether the player may begin to cast it.
Example: Garruk’s Horde says, in part, “You may cast the top card of your library if it’s a creature card.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.
Example: Melek, Izzet Paragon says, in part, “You may cast the top card of your library if it’s an instant or sorcery card.” If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk’s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down.

The fact remains that Giant Killer is only a creature card while in the library. However, due to the rules around adventure cards, if you can cast Giant Killer, you may instead cast it as Chop Down, in which case it assumes its alternative characteristics, which include being an instant, so it's eligible for Melek.

715.3. As a player casts an adventurer card, the player chooses whether they cast the card normally or as an Adventure.

So Melek looks at the top card of your library and asks "Can I cast you as an instant or sorcery", and Giant Killer says "Yes, but only if you cast me as Chop Down". Therefore, you are allowed to cast Chop Down, but not Giant Killer through Melek.
So if you can cast Chop down with Melek, why can't you through Torrential Gearhulk? The difference is that the Gearhulk's ability requires a target card. Since, as we already established, Giant Killer is a creature card in the graveyard, the Gearhulk can not target it in the first place. The ability either has to target a different card or is immediately removed from the stack due to lack of targets, and you can't get permission to cast Chop Down that way.

Did not know about 601.3e!

@JonTheMon I could be mistaken, but I think 601.3e was added along with Adventure cards; to address interactions just like this.

No, it would not count towards Crackling Drake

715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.

The reason that you can cast Giant Killer as an instant with Melek, Izzet Paragon but not with Torrential Gearhulk is because with Melek, you check the Adventure as an instant or sorcery, then determine whether any effects allow it to be cast. It seems counterintuitive, but I believe the relevant ruling would be

715.3a. When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.

The secret lies with Torrential Gearhulk being unable to target the card, as it isn't defined except as a creature in any zone but the stack, and so not being able to choose it in the first place, as opposed to Melek, who looks at a card, decides if any characteristics would allow it to be cast, and, if possible, utilizes these characteristics. The same trick appears to work with Kess, Dissident Mage, as it checks whether any relevant alternative properties/characteristics would allow you to cast any single card, and uses those characteristics in any way possible, in this case, casting the adventure. Gearhulk in particular can't cast it because it's not a valid target. It's trigger and subsequent target doesn't go through the same process of checking each card for possible characteristics like Kess and Melek.

The existing answers use the full rules to explain the details behind the question.
In search of simplicity, it is worth noting that the question is answered in the Rulings section of the Giant Killer card itself.

An adventurer card is a creature card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Giant Killer is a white creature card whose converted mana cost is 1. It can’t be the target of the triggered ability of Mystic Sanctuary.


text:
What is meant by "game mechanics"?
What are game mechanics?
Conceptually I think of the mechanics of the game as how it's played but the definition is a little fuzzy.  I don't think rules and mechanics are the same - although I think they're related.  Help me sort this out in my head.

There is a fantastic article on this topic by Miguel Sicart called Defining Game Mechanics, it is mostly related to Video Games, but the the same definitions can broadly be applied to Board Games as well.
Essentially Game Mechanics are actions that modify the game state, and it is this modification of the game state that results in gameplay.
While Game Mechanics can, and should, be defined by rules, they are not themselves rules.
In a more colloquial form, if you're changing anything in the game, whether physical or conceptual, you are implementing a Game Mechanic.

Game mechanics are the the building blocks of a game.  The basic actions players can make in a game.  For example, a game can implement randomness in several ways: rolling a dice, card drafting, a spinning top, etc.
Some known mechanics:

Worker Placement
Area Majority
Auction (many different kinds)
Cooperative Game

See BGG-Game-mechanics, for the full list of game mechanics in board games.
Further reading: What are Game Mechanics


text:
Sly Deal - Stealing a Wild Card
The below is from the help section of the Monopoly Deal

Sly Deal
Steal a property card or a property wild card from any other player and add it to your property collection. You cannot steal a card from a full set of properties. Can also be banked as money. Bank value: 3M.

Question: Can I still take the property wild card using Sly Deal if none of my property cards are displayed on the table?

Yes, you can use Sly Deal to steal the wildcard.
Card text:

Steal a property card or a property wild card from any other player.

You then add it to your property collection (as the only card in your property collection).
The only issues that might lead to a negative answer are:

can a wildcard be played alone?
what is your "property collection"? Do you start with a collection of zero, or does the collection not exist when you have no cards?

If either of these are answered in the negative ("no collection" being the negative in the second case), then these might be obstacles to stealing a wildcard with Sly Deal if you have no other cards in your collection.
Hasbro has answered that first one in the affirmative (despite the language in the rulebook that can easily be read to the contrary). See below for that.
As for the second, well, since the regular play of cards is to your property collection, if the answer here were negative, you could never play any cards. So clearly the collection is all the cards (zero or more) that you have collected.
Back to the first point, see answers as quoted on this thread on BGG:

The "Property Wild Card" (the ones that count as any color property):
Can this card be played alone (i.e.: as a property in a color group the player doesn't already have one of)?
Hasbro Games: Yes.

As the only card in the collection, it wouldn't collect rent (having no text of its own to declare the rent to be charged).
That's on the FAQ, as quoted in this thread on BGG:

Q: Can I put a multicoloured (10-colour) property wildcard down on its own to start creating a set?
A: Yes, you can. But you can’t charge rent on it until you’ve added another card to it, because it has no value on its own. It would make more sense to add it on to an existing Property card or set of cards.

So, with nothing preventing you from following the instructions on Sly Deal, you can steal the wildcard.

Thank you for your answer. The only part in your answer which I am looking for is Yes, you can steal it and add it as the only card in your property collection. The two questions that follows is not what I am looking for :) My question is very simple.. Can I steal the wild card or not using Sly deal? Whatever the answer is (yes/No), I need a Hasbo backed documentation which unfortunately none of the answers (incl yours) have given me....

The first sentence is the answer: Yes, you can steal it (using Sly Deal).  The remainder of he text is the documentation that supports that answer. Which part of the documentation is unclear?

@SiddharthRout I've clarified the chain of reasoning here.

Ah! I misunderstood. This ceratingly clears things up.

Yes, you can still steal someone's property (wild or otherwise) using Sly Deal, even if you have not yet played any of your own property cards.
In that case, your existing "property collection" starts with zero properties, then once you "add (the stolen card) to your property collection", it has a size of one.

Thank you. Can you support this statement with some documentation.

@SiddharthRout Dunno, seems like more of a philosophical question than a rules one. You can "add a card to the discard pile" even if you're the first player and the discard is currently empty. You can "add a card to your bank" even if you don't have any cards there yet. Similarly, your "property collection" is the set of property cards in front of you; at the beginning of the game it has zero items, but is still a designated region of the table. You can "add" cards to this set by playing them from your hand, by stealing them, or by collecting them from other players via payment cards.

Perhaps the most applicable part of the rules is the portion that describes the 3 different places you can play cards: http://monopolydealrules.com/index.php?page=play#top

Yes, you can take. In fact, you can rotate the Wild Card before placing a new card on the table to change its color and add your new property. ;)

Joker? There is no joker in monopoly deal

Hahahaha... This was a translation error. In Brazil we call Wild Card from Joker. I will edit my answer!
Thank's!

Thank you. Can you support this statement with some documentation.

Excerpts from the rules for Monopoly Deal by Hasbro
THE CARDS IN MORE DETAIL
Sly Deal
Steal a property from any other player and add it to your collection. You cannot steal a card from a full set of properties.
Can also be banked as money.
ON YOUR TURN
PLAY UP TO 3 CARDS from your hand, onto the table in front of you.
A. PUT MONEY/ACTION CARDS INTO YOUR OWN BANK
B. PUT DOWN PROPERTIES INTO YOUR OWN COLLECTION
Lay property cards down in front of you to build up your property sets.
(End of excerpts)
The rules clearly state that either of these actions mean that the cards must be played from from your hand onto the table in front of you.
So, either way, you must be able to place the stolen card in front of you, and not keep it in your hand. As long as the card ends up in your collection by the end of your turn, you can steal it.

Sorry, it's confusing what you are trying to say.. So let me rephrase it.. I can steal a property wild card and place it on the table using Sly Deal even if none of my property cards are displayed on the table?

@SiddharthRout : Exactly...

Ok I re-read your answer again and I am not sure which part says that "clearly"

@SiddharthRout : The rule «Lay property cards down in front of you to build up your property sets.» means that you take cards from your hand and lay them on the table, thereby building your property set. The «Sly Deal» states that you can include the stolen card in your property set. You cannot place the stolen card down alone.

You cannot place the stolen card down alone. Exactly. And that is where the confusion is. The Wild Card is supposd to be put on top of another property card. But like I mentioned there is no card on my table.

No how can you add it to a property collection if you don’t have any down? If you have no properties on the board you cannot take a property-wild card.

Thank you for the answer. My dilemma is whether I CAN or CANNOT has to be supported with valid supporting document from Hasbro. Unfortunately, I have not found any such document without which, it becomes subjective to one's personal understanding :)


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When is Garbage time and when to scoop to it?
This is a dual question but the answer from the first part directly leads into the second.
Watching Magic the gathering streamers I've heard the term "Garbage Time" used occasionally. It typically refers to when the opponent is losing the game, but do we have any definitive definition for the term or a possible set of conditions that indicate it is Garbage Time?
In what settings is appropriate for a player to scoop to Garbage time? Such as if a deck is caught in a Teferi lock, as posted in this question. Or in the case a deck has their main or only win con peeled from their deck, such as Unmoored Ego removing all copies of  Lotus Field from the Pioneer Lotus Storm deck. Would it be expected for an opponent to concede a game they have virtually no chance at winning*?
*excluding if the opponent was trying to push the timer in order to get a draw

Do you have any sort of source for that expression? An article, a video clip, anything? Because right now I'd vote to close this as unclear.

@Hackworth It's a term I've heard referenced watching Magic Streams. With the structure asking for a better definition, why would the question be closed as unclear?

Wikipedia has a Garbage time article that defines it as follows:

Garbage time is a term used to refer to the period toward the end of a timed sports competition that has become a blowout when the outcome of the game has already been decided, and the coaches of one or both teams will decide to replace their best players with substitutes. This serves to give those substitutes, who are usually less experienced or younger players, actual playing experience, as well as to protect the best players from the possibility of injury.
Garbage time owes its name to the fact that this period in a game is frequently marked by a significant drop in the quality of game play...

Magic: the Gathering can similarly have games where the winner is effectively already decided but neither player has officially lost.
Players are often expected to concede in situations like that, and in many cases it is strategically a good option for them to do so, but the rules do not require them to do so. As long as a player is progressing through their turn and taking individual game actions in a timely manner, they are not in violation of slow play rules.

Why would it matter strategically? The only thing I can think of is not exposing more contents of your deck for future matches; but that should apply equally in both directions.

If you concede a game you can't win, you have more time to win future games in the match.

Ah ok. I didn't know that the time limit was per match as opposed to per game.

There used to be a strategy where you won your first game and then sided in Scheherazade to extend the second game into a draw through long subgames.

Some professionals will concede games at major tournaments to have to do less thinking. Going through 20+ games a day can be mentally taxing and cutting one early can save energy.

There are a variety of reasons why a player would not concede:

They want to see more of the opponent's deck. Yes, their opponent sees more of their deck, but it's not always symmetrical, both in terms of how much information is revealed, and how useful that information is. In an extreme case, if the lock consists of not being allowed to draw, there is little risk of additional information being revealed. Another case would be where they're playing a deck with only one main variant, while the opponent is playing a deck with lots of variants.
They don't know that the opponent has their win condition. Sure, it may actually be the case that the opponent has set up a combo with X, Y, and Z, but until they actually draw Z, there's a possibility they may be bluffing. Maybe they didn't have room for Z, but they have "Show X and Y and hope the opponent concedes" as their alternative win condition.
They don't have a counter, but they don't know their opponent knows this. If they could have a counter, but don't, they may want to play on so as to not reveal this.
Time reasons

I remember hearing about an Arena stream that spent over an hour in a single game because the opponent was using Nexus of Fate but didn't have access to their wincon, so they just repeatedly ran through their combo in an attempt to get the streamer to concede.


text:
Multiple copies of planeswalkers
I thought planeswalkers are legendary permanents and thus subject to the legend rule. While playing on Arena my opponent played three copies of Gideon Blackblade from their hand. Does this card become non-legendary during the owner's turn, or is there some other exception that makes this legal?

The simple answer is "no, planeswalkers are always legendary and the legend rule applies". However, that leads to the obvious question of what did happen in your case - given that this was on Arena and therefore Standard (or maybe Historic), by far the most likely explanation is that your opponent played Spark Double:

You may have Spark Double enter the battlefield as a copy of a creature or planeswalker you control [...] it isn't legendary if that permanent is legendary.

(my emphasis). The explicitly stops the legend rule applying, so it is possible to have one actual Gideon Blackblade (which is still legendary) and any number of Spark Double copies (which aren't legendary) on the battlefield at once.

If you can make a planeswalker a creature, and equip Helm of the Host, then you'll create copies that aren't legendary.

For Spark Double, if you didn't see it on the Stack you could be very confused.  I was playing a deck that would Neoform in Spark Double, usually copying Oko (pre-banning) or Questing Beast, and the opponent would pause for a long time, and eventually scroll over the card.  If you don't scroll over it (which will show that it is Spark Double, as well as showing faded text on the word Legendary), then it just looks like some bug allowed me to get two Questing Beasts.


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Can Rayami, First of the Fallen's ability give it Annihilator or Monstrosity?
If a creature with Annihilator or Monstrosity dies, could Rayami, First of the Fallen obtain those abilities?

As a side note, Monstrosity is not actually a keyword ability; it is a keyword action. In other words, it is not an ability on its own, it is just an instruction that can appear in the effects of some abilities.

No. Rayami, First of the Fallen's ability obtains only the keyword abilities it lists. Any other ability not listed cannot be obtained by that ability. Monstrosity and Annihilator are not listed, so can't be picked up.
In case it helps: the abilities listed on Rayami is the current list of evergreen keyword abilities. (Except Defender.) No set-specific keywords will be found on that list.

Fortunately the list doesn't contain Defender!  That would be a bad one to have to take.  Another great reason it has to be restricted to a specific list.

And if one were to use Rayami's ability, it is a replacement ability, so technically the other creature doesn't die.


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How can we play yu-gi-oh online after dueling network's shutdown?
Dueling network shut down after a cease and desist letter. Is there any way to play yu-gi-oh casually online now?
I used to like the ability to just make any deck and play casually, I am trying to see if anything took its place.

Building off of DarkCygnus' answer, the "spiritual successor" to Dueling Network is Dueling Book. It is stylized in the way Dueling Network used to be, has both a competitive ladder and casual matchmaking, and is a "manual" simulator (you have to resolve the effects of cards yourself, place them in the zones they should be in, etc.) The other simulators in DarkCygnus' solution are "automatic" simulators, that give you prompts for things like activation windows for cards and proper zones monsters can be summoned into.
If you are looking for something similar to Dueling Network, Dueling Book would be my recommendation.

+1 Whoa, yes. This one has more the look-and-feel of the old Dueling Network for sure! (just by looking at the home page)

Is there any way to play yu-gi-oh casually online now?

I've heard and seen that Dueling Nexus is a good place to play online (seems it's even automated), after Dueling Network shut down years ago.
Another suggestion many people use and mention is YGO Pro, which seems to have a Chrome version (I have used the mobile ones, though).


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Nykthos, Shrine to Nyx vs Contamination
In my current meta one of the players likes to play Contamination.  If I have a Nykthos, Shrine to Nyx in play, and my opponent has a Contamination, would it be possible to produce non-black mana with the Nykthos, Shrine to Nyx?

With Contamination on the battlefield, you cannot get anything other than a single black mana from activating Nykthos's abilities.
The current wording of Contamination's second ability says:

If a land is tapped for mana, it produces {B} instead of any other type and amount.

This is a replacement effect (indicated by the word "instead") that modifies the effect of tapping a land for mana. Rules section 106 has the following relevant rules about tapping for mana:

106.12. To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
106.12b A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

Both of Nykthos's abilities have the {T} (tap) symbol in the cost, so both are modified by Contamination's ability. So, if you activate either one, no matter what mana you would normally get, you get exactly one black mana instead.


text:
Who draws a card from Curious Obsession?
If I have enchanted an opponent's creature with Curious Obsession, which player draws the card after damage is dealt?

The creature's controller draws the card.
This is because Curious Obsession grants the draw ability to the creature:

Enchanted creature [...] has “Whenever this creature deals combat damage to a player, you may draw a card.”

The “you” here refers to the controller of whatever object the ability is on (CR 109.5). The ability is on the creature, so the creature's controller will be drawing the card.
This is contrast to Curiosity which will cause the aura's controller to draw a card, because the ability is on the aura itself.

109.5 The words “you” and “your” on an object refer to the object’s controller. [...] For a triggered ability, this is the controller of the object [that the ability is on] when the ability triggered, unless it’s a delayed triggered ability.

I think you are missing the most important part of the card in you answer. The important words are "and has". Simply stating "you" would refer to the enchantment's controller.

@Andrey I think I covered that in expressing that the ability was granted to the creature. I'll take that as a sign I should rephrase to make that clearer.

You did, but without quoting the text on the card that expresses that to the player, you make your answer misleading for the general case. I thought you were wrong until I reread the card.

Gotcha. Your initial comment prompted me to revise how I was quoting the card—does that look OK?


text:
How does Amass interact with Essence of the Wild?
If I have an Essence of the Wild, and I play anything that will Amass, what happens? Do I make one Essence of the Wild token, or does Amass keep triggering after failing to find an army, giving me infinite tokens? I assume the first answer is correct, but I'm not quite sure.

You just get one Essence of the Wild token, and you don't put any counters on it. If you already control an Army creature, you instead create no tokens and put the counters on that Army.
Amass is a keyword action, meaning that it's a kind of instruction that will appear on spells or in the effects of abilities. So there's no way for it to "keep triggering". You just follow the instruction. Amass is defined in rule 704.43a

To amass N means “If you don’t control an Army creature, create a 0/0 black Zombie Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature.”

Following those instructions, you don't control an Army creature, so you create the token it specifies, but Essence of the Wild makes it enter the battlefield as an Essence of the Wild token instead. Then you still don't control an Army creature, so you can't choose one and the last instruction doesn't do anything. Then you're done with the Amass effect, and you continue resolving the rest of the spell or ability.

Would the essence of the wild copies still count as tokens?

Yes. A game object is a token or card depending on the physical object representing it, and one can't become the other.


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Assigning PDS 11 Hits
When a PDS 11 fires on an active player moving in an adjacent space and scores a hit, can a fighter be destroyed or does it need to be a non fighter unit? (not referring to advanced fighters)

Anytime a PDS scores a hit, regardless if it's an upgraded or regular PDS, the active player decides which ships should be destroyed. The active player being the person moving their ships. This could be a fighter unit if they have them. All ship units are "units" in terms of space combat, cannon or ship to ship.
The rules for this game is pretty comprehensive. For more information regarding PDS please read over the Twilight Imperium 4 Wikipedia - Space Cannons. Additionally, you may view page 22 of the reference guide, subsection 66.2 labelled Space Cannon Offense.


text:
Does Giant Killer get destroyed with Warstorm Surge? or is it able to destroy my creature with it's instant ability?
My friend has Giant Killer out on his battlefield. I have Warstorm Surge and I bring out Gisela, Blade of Goldnight. Does Giant Killer get destroyed first as a creature before my friend can cast it's instant adventure? Or is he able to cast its ability to destroy Gisela and exile itself before being destroyed?

You seem to be misunderstanding how Adventure cards work.
Once Giant Killer is on the battlefield; the Chop Down instant/adventure does not do anything. Adventure allows you to cast the Adventure part from your hand like a normal instant/sorcery. When that spell resolves, it is exiled, and while it is exiled, you can cast the creature from exile.

715.3. As a player casts an adventurer card, the player chooses whether they cast the card normally or as an Adventure.

715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may cast it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.

So your friend cannot do anything with Giant Killer's adventure; your Warstorm Surge triggers when you play Gisela, and if you choose to target Giant Killer, it will take 10 damage (5 which is doubled by Gisela) when the triggered ability resolves.

Thank you, I was reading the rulings and I was thinking that, but I didn't want to take too long on the turn and thought I'll figure it out later.

Might be worth adding that, if it were an activated ability of the creature (e.g. Intrepid Hero), the creature would be able to destroy Gisela before being hit by Warstorm Surge.

Also worth noting that even if the creature was killed before Warstorm Surge's trigger resolved, it would still deal damage.

From the rules:

Handling Triggered Abilities
  603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”
  603.1a ...603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point....603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority.

So Warstorm Surge's ability is a triggered ability, and it used the stack. While it's on the stack, your opponent can cast instants. However, Adventure is an alternative way that a card can be cast. Once Giant Killer is cast and on the battlefield, the Adventure is no longer available.
Also, there is no "his" battlefield. There is only one battlefield. Cards on the battlefield have different controllers, but are on the same battlefield.

Thank you, I realized I should've used 'the' battlefield. Lol


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What happens to my cards exiled by an opponent's Oblivion Ring when they lose the game?
My opponent in a multiplayer game had exiled 2 cards I controlled during a recent game with an Oblivion Ring like ability.  On my next turn I hit him for lethal.
What happens when he loses the game? Do the 2 cards remain exiled or do they re-enter play under my control?

Permanents exiled by Oblivion Ring stay exiled when its controller loses. To quote Ask a Magic Judge from March 16th 2018:

deg99 asked: In multiplayer, if a card is banished with a card like Oblivon ring, and oblivion ring's controller loses, is the banished card returned to play?
Judge: No because the separate return trigger never gets to go on the stack.

This is because a player who's lost can't put any abilities on the stack—they're no longer in the game. From the multiplayer rules (where “an object” includes things like triggered abilities):

800.4d If an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack.

(We can also reference March 30th 2013 for this situation.)
The answer is different if Oblivion Ring's owner loses, but they weren't controlling the Ring at the time. Suppose Player A cast the Ring, and later Player B gains control of it. When Player A loses the game, their Oblivion Ring also leaves, and the exiled cards will come back. Quoting the judge again from March 14th 2015:

mightym79 asked: What happens when the owner of an Oblivion Ring loses in a multiplayer game while another player controls it (e.g. because of Zedruu giving it away)? Does the permanent come back?
Judge: Because Oblivion Ring’s controller is still in the game, the “leaves the battlefield” ability will trigger and resolve as normal, returning whatever was exiled.

This situation is entirely because Oblivion Ring has a separate triggered ability that returns the permanent. This will occur the same way with any other permanent meeting that pattern, such as Detention Sphere or Fiend Hunter.
If instead your permanents are exiled with Banisher Priest, Banishing Light, or any other card which says approximately “exile those cards until this permanent leaves the battlefield”, your permanents will return as the Banisher Priest leaves the battlefield. This is because the effect keeping them exiled simply ends.


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Do Marchesa the Black Rose and Nightmare Shepherd work together?
I heard recently about Nightmare Shepherd and thought it might work great in my Marchesa, the Black Rose deck. If I have a creature with a +1/+1 counter on it and the creature dies, both triggers would go on the stack.
If I choose to use Nightmare Shepherd's ability and exile the creature card from my graveyard, would it still return to the battlefield under my control at the end of the turn via Marchesa's ability?

Marchesa's ability will try to bring the creature back but if you chose to use Nightmare Shepherd's ability it won't find it. As written in the gatherer ruling for Marchesa:

If the creature card leaves the graveyard before the delayed triggered ability resolves, that card won’t return to the battlefield, even if it’s back in the graveyard when the delayed triggered ability resolves.

So the creature does need to remain in the graveyard in order for the ability to trigger?  Not just hit the graveyard?

The ability will trigger. But to bring back the creature card it needs to remain in the graveyard until the ability trigger resolve.

The trigger is created the second the cards hits the graveyard, it only resolves at end of turn.

There is no interaction. Either you return the card to the battlefield, or you exile the card and make a 1/1 copy. You can't have both.
As either ability resolves, they check whether the object that triggered the ability (the creature card that just went to the graveyard from the battlefield) is still in the zone it is expected to be. Both abilities expect the card to be in the graveyard, but both also move the card to another zone (battlefield and exile, respectively) as part of their resolution. Therefore, if you choose to exile the card with Nightmare Shepherd, Marchesa's ability will fail to find the card and do nothing.
Fundamentally, this is the rule that covers this situation:

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.  [..]

There are exceptions, so some abilities can track an object that moves zones, but they don't apply here.


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In Uno, can you quickly finish a two player game by skipping your opponent's final turn and without saying Uno?
So me and my friend are playing Uno.
It's a 2 player game and we play where you can stack draw 2’s or draw 4’s.
My friend (player 1) has 2 cards left.
I (player 2) have 2 cards left.
It is player 1’s turn.
Player 1 plays a blank wild Card and says “red, draw 2”
Player 1 immediately lays next card down not saying Uno or giving player 2 time to draw two cards or if they wanted to stack another draw 2 card on top. Player 1 laid both cards down back to back.
Player 2 calls out that player 1 did not say Uno or give you time to draw two cards or stack a draw 2 card.
Player 1 says it doesn’t matter because they are out of cards and the game is over and that they are not obligated to give you time to:
A) draw two cards; or
B) call them out for not saying Uno
Did or did not player 1 win?

Backing up a little bit... "Player 1 plays a blank wild card and says 'red, draw 2'"... I must be missing something here.  If by "blank" wild card you mean a basic wild card like this, surely all you can do is name a color only and play continues with that color, not name a number/ability to go along with that.  If you mean one like this where you write something, aren't you intended to write before game?

Maybe it's another house rule about wilds?

At home we have a house rule, where one is allowed to play two cards back to back if they are exactly the same. Was this the case here?

No he has a blank wild card, and said red draw 2 then immediately laid down a red card (I don’t remember the number but it wasn’t a special card.)

@Angie - So why would you have to draw 2? As JMoravitz says, if it's a blank one to write in your own rule, you have to write in the rule before you play the game.

I'm not sure what sense this question makes. If you're already playing with house rules, then you should be able to make a ruling on this, too. It's hard to tell how others could do it without knowing the rules. Even if it's not strictly house rules (made up by you), Uno seems to have certain variations in how it's played in different groups, and even in different prints of the printed rules, so it's again something that your group would have to deal with.

This is exactly the same as: player 1 plays a red 5, then player 1 immediately plays a blue 5 and claims they've won - player 2 complains that they skipped their turn, player 1 replies "doesn't matter as I have no cards left".... what?

If you're playing stack +2 on a +2 then your turn is to either stack +2 or draw a card.  So your scenario should be C) stack a +2 - which they've clearly skipped.

@ilkkachu Adding a house rule doesn't throw all the other rules out and make the whole situation unknowable. Stacking draw 2's isn't even an uncommon rule; in some editions it's the official rule.

As a general rule you should always give your opponent a chance to respond before you take a second action.

The blank face white cards in the UNO deck are not normal cards or wildcards, they are meant to replace missing cards and not shuffled into the deck until tuned into a replacement by inscribing them under the rules. When inscribed, they are treated as exactly what is written on them.

Player 1 hasn't won yet at all. They broke the rules.
Uno says when it's your turn, you play a card. Then it's the next player's turn. That player might have to do something with their turn (like draw cards) but if they have a draw 2 in their hand, they have an opportunity to respond instead.

Player 1 says [...] they are not obligated to give you time to:
A) draw 2 cards; or
B) call them out for not saying Uno.

Actually, that's exactly what player 2 has time to do now. Player 1 played their card. Now it's player 2's turn, and they can choose whether to respond with a draw 2 in hand or not. Players are obviously obliged to give their opponents time to take their turns, and player 1 is given no allowance to just unilaterally decide to skip player 2's turn.
Let's address that bit I skipped over with the “[...]” though:

Player 1 says it doesn’t matter because they are out of cards and the game is over

Imagine this: at the start of the game immediately after we're given our hand of cards, I just put all mine down face-up in the discard pile and say I've won. You object and say I can't do that. I say it doesn't matter because I'm already out of cards and the game's over and I won.
That doesn't work, does it? I broke the rules, and I definitely haven't won at all. Winning has to occur within the bounds of the game—if I broke the rules, I'm essentially not playing the game, and at that point me winning or losing is neither here nor there.

At the point you reached, you've got some options:

Back up to player 2 having their turn. Player 1 probably draws, on account of being rightly called out for not saying Uno.
End the game (nobody won), shuffle up and play another properly.

Comments are not for extended discussion; this conversation has been moved to chat.

You cannot play a "Wild Card" and say "Red, draw 2" because you are only allowed to pick a colour (and not a specific card of that colour) to change the top of the discard pile to.
From the rules (pdf) on Mattel's website:

Wild Card - When you play this card, you may change the color being played to any color (including the current color) to continue play. [...]

Assuming you did actually play a "Red, Draw 2" card (rather than a "Wild Card" or you have a specific house rule that lets wild cards be treated as any other card) then the rules for Draw 2 cards state that the next person forfeits their turn:

Draw 2 Card - When you play this card, the next person to play must draw 2 cards and forfeit his/her turn. [...]

But the two-player rules explicitly state that play does not return to you until they have drawn their cards:

Rules for Two Players - The following special rules apply to two-player UNO:
[...]

After playing a Draw 2 card or a Wild Draw 4 card, your opponent draws the number of cards indicated, and play is back to you.

So you need to pause and wait. The rules also tell you when your opponent is allowed to catch you out for not saying "UNO":

LET'S PLAY!
[...] Before playing your next to last card, you must say "UNO". If you don't say UNO and another player catches you with just one card before the next player begins their turn you must pick FOUR more cards from the DRAW pile. If you are not caught before the next player either draws a card from the DRAW pile or draws a card from their hand to play, you do not have to draw the extra cards. Once a player plays their last card, the hand is over. Points are tallied (see Scoring section) and you start over again.
GOING OUT
If you forget to say "UNO" before your card touches the DISCARD pile, but you "catch" yourself before any other player catches you, you are safe and not subject to the 4 card penalty.
You may not catch a player for failure to say "UNO" until his/her second-to-last card touches the DISCARD pile. Also, you may not catch a player for failure to say it after the next player begins his/her turn. "Beginning a turn" is defined as either drawing a card from the DRAW pile or drawing a card from your hand to play.
[...]

If your opponent has started drawing their 2 cards then the time has passed for you to be caught out and you don't need to draw any more cards as a forfeit for not saying "UNO"; but if your opponent hasn't drawn cards then they can call you on having not said "UNO" and you will need to draw FOUR cards. But either way, you need to wait for them to draw their two cards first.

In a two-player game, someone who plays a skip card would get to play another card, but I would say that other card is played by the "same" player, rather than the "next" player.
 I thus think the intention of the rules is that a player whose penultimate card has touched the pile should be eligible to be caught out until the next action by some other player; additionally, the person's turn wouldn't really be over while they are eligible to be caught out.
As such, I would argue that if someone with two cards plays a SKIP and then plays the other card without saying "UNO", the opponent should be able to challenge unless or until they table and score their hand or take some other meaningful action besides challenging.  If the opponent challenges, the last turn by the person who didn't say "UNO" should be voided, with the person taking back any cards discarded in the revoked play, and that person would then draw the penalty cards.  After drawing the penalty cards, they would then be entitled to either play the same card as they had before, or one of the cards they just drew, whichever they regarded as a more useful play.
In the scenario where a player with two cards played a skip, but then had to draw a card, which they then proceeded to play (getting down to Uno again), I would rule that a person "challenging" should be entitled to specify whether they wish to challenge the first play (in which case the drawn card would become the player's first penalty card) or the second (in which case the second card would remain played, and the player would draw all new penalty cards).
For a player to deliberately put down the last two cards without saying "Uno" between would strike me as poor sportsmanship.  Anyone who could plan on doing that could just as well say "Uno", and if the opponent wouldn't be getting a chance to play there could be no strategic advantage to not saying it.  The only "sensible" reason for not saying Uno would be if one forgot, and if one forgets to say it one would deserve to get caught out.

While an interesting argument, you are not talking about the same situation as in the question.  IIRC, the rules for Draw 2 and SKIP are slightly different, so any discussion on the use of SKIP in the endgame would be more appropriate here: https://boardgames.stackexchange.com/questions/22851/didnt-say-uno-before-running-out-of-cards

@fyrepenguin: The situation there is even more clear that a person playing the penultimate card remains eligible to be challenged until the opponent has taken an action in response to that penultimate-card play.

In the case of the Draw 2 in the original question, I agree that it is eligible for challenge.  However, with a SKIP, I don't think that's the case.  In the question I linked, it states that you play your penultimate card, then the final card, and once the last card is down, the hand is over.  While that's not applicable to the current question, since the opponent can respond, but your answer is specific to the use of a SKIP card.  In that case, it doesn't appear that you are eligible for challenge once the hand is over, and if you legally play your last cards, the hand should be over.

@fyrepenguin: I think the key question would be whether a player's turn is really over during the time that the player is eligible to be challenged.  If the first turn isn't really over until "Uno" is stated, or a challenge is given or waived [inviting the first player to proceed after the skip would waive the challenge], then the second play wouldn't really happen until that occurs.  While there would be no particular penalty for the second player putting down the last card before the previous turn is over, that wouldn't mean the play would be valid and thus capable of ending the game.

I think we're kind of beating a dead horse here.  Any further discussion would be better in a chat room or on the question that I linked, which as far as I can tell, is effectively the situation that you describe.  While I agree that it might not be sporting, I don't see where it would be illegal play to play your last two cards without giving time for your opponent to challenge your UNO, assuming that the series of cards would not be illegal to play at another time, ex: your first two cards are a skip and then another card, where you don't need to wait for your opponent to respond.


text:
What happens if the first card is a Flip Card in UNO Flip?
I have a couple of questions regarding the use of the Flip card in UNO Flip.

What happens if the card turned over to start the Discard pile in the beginning of the game is a Flip card? Do we then start with the Dark Side or the Light Side?
What happens when we use a Flip card and then it reveals when flipped that the Discard pile's first card is a Wild Draw Color card?

Welcome to Board & Card games Q&A.
Your question contains of two different questions. Can you please split them in to separate questions.

Since according to the Mattel's UNO FLIP! rules there are no special instructions for a Flip Card turned over at the start of the game.

NOTE: If any of the Action Cards (symbols) are turned over to start the DISCARD pile, see FUNCTIONS OF ACTION CARDS for special instructions.

If the card turned over to start the DISCARD pile is a Flip Card you should "flip over" all the cards and play the Dark Side.

Flip Card – when you play this card, everything flips from the Light Side to the Dark Side. Once the Flip card has been played, flip over the Discard Pile (the card just played will now be on the bottom), then the Draw Pile, then everyone’s hands must flip to the other side...

Question 2 is answered here:
What to do after flipping the discard pile in Uno Flip?

The UNO Flip! rules (from 2018) didn't clearly address this issue, but the UNO Flip! rules (from 2020) now state.
When the Flip Card is turned over at the beginning of play:

the deck is immediately flipped to the Dark Side.

If when you flip the discard pile and the first card is a wild draw color nothing happens according to the rules, only REGULAR wilds get reactivated.
If the first card taken from the draw pile to the discard pile is a flip card then you should flip to the opposite side i.e Light Side to Dark Side and vice versa.


text:
Can I use creature tokens to win with Mortal Combat?
I have 20 1/1 Saproling tokens in play and Mortal Combat triggers at the beginning of my upkeep. Can I play Echoing Ruin to win the game?
I.e., will the Saproling tokens exist in my graveyard until Mortal Combat resolves?

I'm thinking you meant Echoing Decay.

This does not work for several reasons.

In the sequence you describe, Mortal Combat would not actually trigger at the beginning of your upkeep. This is because a triggered ability that says “At [trigger event], if [condition], [effect].” does not actually trigger when the trigger event happens unless the condition is true at that time.

Saproling tokens are not artifacts so Echoing Ruin cannot destroy them.

Even if Mortal Combat did trigger as you described and then the Saprolings did die from Echoing Ruin, they would immediately vanish. (Tokens can enter the graveyard, but they cease to exist 'immediately' afterward, i.e. when state-based actions are checked which happens very frequently, including at least once between the resolution of any two things on the stack.) So by the time Mortal Combat's ability resolves they are not there.

Also, Mortal Combat counts creature cards in your graveyard, and tokens are never considered cards (even if you are using the 'official' tokens that look like cards).

The text of some relevant rules:

704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions... 704.5d. If a token is in a zone other than the battlefield, it ceases to exist.
117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.
603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)

Thank you for crushing my misguided dreams. I joke. Yes, i meant echoin decay but i see why it would not work anyway thanks for explaining how mortal combat triggers and highlighting the difference between creature cards in gy vs creatures in gy.


text:
Can I switch two pawns that are right next to the safe zone?
If I drew an 11 while my opponent is on the safe zone entry (the the space right before you get into the safe zone) and my pawn is right after it (between the start and my opponent's pawn) can I switch them? And if I can what can my opponent do after?

Yes, you can switch them (the opponent's pawn is not yet safe; see rules below).
And what the opponent then "can do" doesn't change. The opponent plays from that position as normal. Clockwise, as normal. If they can back up a few spaces (e.g., with a 4, see rules quote below), then they would find that helpful. Or switch back with you with another 11. Or similar. Otherwise, that pawn is faced with going around clockwise again.
Rules:
You may target that pawn with your 11:

You may only use 11 for pawns in play on the open track — not
  at START, HOME or in a SAFETY ZONE.

and they can move backward from there:

However, you may pass the entry space on a backward
  move (4 or 10 card) or as the result of a “SORRY!”
  or “switch” (11) card played against you.


text:
How does a Channel ability work with my commander?
How does Channel (the Kamigawa mechanic, not the card) work when your commander has such an ability, such as Arashi, the Sky Asunder?  Can I use it from the command zone? Do I pay the tax when I use channel? Does it increase when I use channel?

You cannot use channel from the command zone. Channel is an ability that has both a mana cost, and the requirement to discard the card. Discarding a card is only from your hand, not from the command zone.
This means you need to somehow get your commander into your hand (such as with Command Beacon or Road of Return). Once they're there you can activate their Channel ability and discard them, and this wouldn't involve the commander tax since it doesn't involve casting your commander from the command zone.

I added a second paragraph to your answer. I hope that's OK.

@doppelgreener I was considering adding something along those lines, but it felt like it wasn't really necessary for the answer. Now that it's there, I'm not going to remove it though!

Worth noting that if you do discard your commander from hand, you can choose to put it in your command zone instead of your graveyard.

@GendoIkari and still be able to activate channel, correct?

@CollinB Correct; you still paid the cost of discarding it; even though the card was put into command zone instead of graveyard.

The relevant rule for that is 118.11: "The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid."

@GendoIkari Than, in that case, what is the difference between that and Elenda, the Dusk Rose's ability? Why is it that you need to put Elenda into your yard and not command zone to activate their ability?

Because "Dies" is defined as "put into the graveyard from play"; so it triggers specifically when it actually is put into the graveyard. There's 2 differences: Discarding for channel is a cost, not a triggered ability. And the cost is discarding; not actually having it in your graveyard.

@GendoIkari So then is discarding not defined as putting it into your graveyard from your hand? Does a card actually have to hit yard to count as being discarded? My intuition says no based on how madness works, but still...

In English, it's the difference between an action and a result. "Dies" is a result; "Discard" is an action. "Destroy" would be more analogous to "discard". To destroy a permanent is defined as moving it into the graveyard, yet you can still destroy it without moving it to the graveyard if something changes where it goes when it is destroyed.


text:
Rishkar's Expertise and Jace, Wielder of Mysteries
I have 30 cards in my library. I control a Toothy, Imaginary Friend with 100 +1/+1 counters on it.
I cast Rishkar's Expertise (RE) to draw my entire library, and I cast Jace, Wielder of Mysteries from my hand using the second ability of RE. What happens at this point?
My guess:
I would lose the game as I draw a card from my empty library at the moment a player receives priority.

While RE is resolving no one receives priority until RE is resolved completely.
BUT Jace will be cast from RE and will go on the stack
Then RE finishes resolving and I lose because players will receive priority and I tried to draw from an empty library
Therefore my spells get exiled from the stack after leaving play and Jace will never be seen

Questions:

Is my guess correct?
What would be an alternative to win with this scenario (Mana would not be enough for casting both...I think there is no way I would be screwed anyway)

There are ways to avoid a loss with a third card. For instance, cast Angel's Grace, then cast RE, cast Jace, then use Jace's +1 to draw a card. Obstinate Familiar is another option.

As soon as Rishkar's Expertise has finished resolving, you would lose for trying to draw from an empty library.
Resolving a spell or ability requires every player, in turn-order, to pass priority. Whenever a spell or ability finishes resolving, the active player gets priority. Whenever a player would get priority, state-based actions are checked first. The conditions for losing the game are some of these state-based actions to be checked, so you would lose before Jace has a chance to resolve. With the cards in your scenario, if you can't get Jace out before RE resolves, there is no way of preventing that loss, except not casting RE of course.
Note: Even if Jace was put directly on the battlefield with RE instead of being allowed to cast it, you would still lose. Jace's passive doesn't replace the losing event itself. It replaces the draw from an empty library that would cause the losing event and which would have already happened earlier during RE's resolution.

608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)
117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event.
704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.

Nice catch on replacing the draw rather than the loose condition!

I think it's probably safe to say that, outside of "You can't lose the game" or card-draw replacement effects that don't draw cards, the only way this works out in OP's favor is if Jace is already on the battlefield when the cards are drawn.


text:
Can I kill an indestructible creature with damage and -1/-1?
If a indestructible creature is a 3/3 and I block that creature with a 2/2 then I give the indestructible creature a -1/-1 will the indestructible creature die?

Will the indestructible creature die?

No. Once damage has been dealt, the indestructable creature is a 2/2 with 2 damage on it. That means it has lethal damage, but that doesn't mean anything for an indestructable creature:

702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).

So you need to either lower the toughness of the creature further (to 0 or lower) or remove the indestructable ability from the creature. Damage isn't helping here at all.


text:
How can I translate a Magic card printed in a language that I don't know?

I bought a bulk pack of magic cards today and one of them was in a foreign language. I don’t know which language it is. Google translate is not recognizing it, even when I take a picture of it. How can I determine what the card says?

Google Lens on an Android phone translates it.

A better question would simply be "What language is this?" The Cyrillic alphabet used narrows it down considerably. It appears to be Russian, according to Google Translate given the first three words "Верните целевое существо".

The ў character (tricky, because the italics version looks more like a Latin "u" than "y"), suggests Belarusian.

@chepner It's clearly Russian. This Latin "u" is actually Cyrilic и written in italic.

Ah, OK. My knowledge of Cyrillic italics is very weak.

That is russian. Title says: "escape from reality" .  It is immediate spell. Text is: "return target creature controled by you and target creature not controlled by you to their owners."

Text in quote "soulless deamon, we tied together. Now we both disappear in oblivion". Or something like that

Instead of trying to translate the card, just search for it with other unique identifiers.  Your image contains a collector number (that first number at the bottom of the card 71/244) and a set symbol (the one for Avacyn Restored, aka AVR). With those two pieces of information, I used Scryfall to search for the specific card.   In this case I searched for https://scryfall.com/search?q=number%3A71+set%3Aavr which returned a result for Peel from Reality
If you don't recognize the set symbol, you could include other search parameters (like the mana cost and artist) or look up the set symbol at https://scryfall.com/sets. Here's another search using just the collector number and artist that also found a single result: https://scryfall.com/search?q=number%3A71+artist%3A%22jason+felix%22

And once you've found the card on Scryfall, you can easily check through the different languages on the side in order to figure out what language yours is in.

Oddly, Gatherer only shows Japanese under Languages. Could also note that the Oracle text is the official translation, defining how the card works.

@JollyJoker depends on the set: https://gatherer.wizards.com/Pages/Card/Languages.aspx?multiverseid=240141

@MichałPolitowski Ok, thanks, apparently I linked to the Duel Decks version rather than the correct Avacyn Restored.

You can also do a google image search.

If you don't know the set, the first thing I would do is look up the sets for the latest year on the card (2012 in this case) at https://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_sets

FYI, since nobody has mentioned it yet, the language on this card is Russian.

A Google search for mtg 71/244 2012 1u , or even just mtg 71/244 turns this up as the first image result.

Use an app
Probably the simplest way to find what a foreign card is to get yourself a buy/sell/trade app for Magic. For example TCGplayer.com has an app for both Apple & Android that lets you scan cards with your phone's camera.
The beauty of these apps is that since price varies between set and language for every card, it's usually super easy to  switch between different versions of the card (whether set or language) This should make it relatively easy to find the english (or any other language it's been printed in) version of the card.

I suggest refining your advice toward translation. Just saying "use an app" isn't helpful advice in and of itself (which ones?), and "use a trading app" doesn't mean the app will have any translation capacity available. Specify "use a mtg translation app", help us understand which ones are available, and clarify whether tcgplayer's app actually successfully identifies the English version of the card. (It doesn't follow that in identifying the price it might give us any clue as to the English version—for all I know it may just report back on the Russian print and give us no further help.)

@doppelgreener Edited to clarify. As price varies by language and set for the same card you totes can switch between versions of a card super easily w/in the TCGplayer app (and other card sale apps I've used). TBH it's so easy to use that I just glossed over the functionality need.

There are a list of elements to a card that are the same regardless of what language it's printed in:

Color
Cost
Set
Rarity
Artist (with some exceptions)
Art (similar exceptions)
Collector number
Type*

Scryfall is probably the best choice for finding these things using their advanced search function. Put in as much of the information as you know and go from there.
Color and cost are always easy, no matter the language, the way these are shown is always the same, colors are checkboxes and CMC one of the stats of the card for searching on Scryfall. In your example the card is Blue with CMC of 2.
Set is extremely easy since M15, the three character code is printed on the cards at the very bottom left and can be entered directly into the set info on Scryfall. For older sets,  you'll know if you recognise the set symbol, if you don't the end date on the copyright range printed on the card tells you the year that set came out, and you can find a list of sets in many places (I have usually looked here, but wikipedia and scryfall also have lists) Finding the year will give you only a handful of symbols to compare. This doesn't apply to some promos that don't use a set symbol like FNM and Judge promos. In your example the card is from 2012, looking up that year finds the set symbol belongs to Avacyn Restored (AVR).
The set symbol has been color coded for rarity for some time, black is common, silver is uncommon, gold is rare and orange is mythic rare. As of M15, the letters for the rarity are printed on the card, C, U, R, M, next to the collector number and rare and mythic have a holofoil oval with the planeswalker symbol. your card example is common.
Artist is always on the card, in latin characters (English) in addition to the artists native language when that applies. Just type the name into the artist box on scryfall to search. The exceptions to this are mostly Japanese - where there have been language specific alt arts, notably the War of the Spark planeswalkers - these artists won't actually match the English versions, but finding the Japanese alt art card will give you the English name. The artist on your example is Jason Felix.
With the same exceptions as artist, namely language specific alt arts, the English card art will match the foreign art - this could be used for searching if you do a google image search, but mostly you'll use this to verify the card you found in your search is the one you were looking for. Some older sets, like fallen empires, did have multiple arts for the same card, however to my knowledge these sets were all English only. The only cards that have multiple arts in the same set currently are basic lands, and those are very recognisable having no mana cost and the large mana symbol being the only thing in the text box, or the only full art cards within sets in the case of things like Theros Beyond Death.
Collector number is printed on the cards ever since the Exodus update to the card frame in 1998. It's moved around during the changes to the frame, but it shouldn't be hard to locate at the bottom of the card as a number out of the total cards in the set. The collector number for some cards, certain promos, the planeswalker deck specific cards have a collector number, but not what it is out of, they are numbered above the normal set size. There is nowhere to put this on the advanced search directly, but you can add it to the search url as +number= then the number. Your card is number 71/244.
Type isn't quite exact, you can't read the words on the card to know what type it is, but you can know some things about the type. Planeswalkers are obvious, the layout of the multiple abilities, the loyalty count at the bottom will tell you it's a planeswalker. Artifacts, even the colored ones have a different frame from other cards. A creature will have the power and toughness notation. This lets you tell your search if you are looking for a creature, a planeswalker or a card that's not either of these. For planeswalkers and creatures, loyalty, power and toughness are under stats and you can enter them too. Your card has no loyalty, no power and toughness, and is not an artifact - you can enter all of these things.
The more information you have, the easier it is to find your exact match, but most of the time only a few of these things will be needed to narrow that search down to a single card. For your card, with all the search criteria you can enter using the web page directly except artist (so we see how it returns multiple matches) we have this:
https://scryfall.com/search?as=grid&order=name&q=%28-type%3Aartifact+-type%3Acreature+-type%3Aplaneswalker%29+color%3DU+cmc%3D2+set%3Aavr+rarity%3Ac
3 cards where (the card types exclude “artifact” and the card types exclude “creature” and the card types exclude “planeswalker”) and the colors is U and the converted mana cost = 2 and the set is “avr” and the rarity is equal to common
If we include the artist we get a single card:
Peel from Reality

I use Delver Lens on Android (totally not affiliated) to scan the card. Once the app recognizes it (works on non-English cards), you can tap the three dots and select Download image to get a clear English-version image.

I've used an English Masticore for the example because that's the only card I have here, but I've checked it works with non-English cards too.

I think the most obvious question is why are you carrying around a masticore and nothing but a masticore?

Favourite card back when I was a kid - I keep it in my wallet

If you can identify the card, you can simply look up its English text in Gatherer. The following helps you achieve that.

First of all, if you are able to type in the name, just search for the name using Scryfall. It accepts non-English names (in part and in whole). Typing the name without accents works.
If you can scan or photograph the card, another easy way of identifying the card is to submit it to Google Image Search (click the camera). This will find pages about that card, and these will surely tell you its name. (In fact, you might very well get the card's Gatherer page.)
Otherwise, determining to which set it belongs would greatly narrow down the search space. For at least 15 years, Wizards has been placing a set icon on the card. Wizard maintains a list of the icons for the proper sets, but this doesn't include the special sets (e.g. duel decks). A quick search reveals that TCGPlayer maintains a comprehensive list. If you have a card that predates the set icon, this earlier post will allow you to determine the set to which it belongs.
Armed with the set, obtain the card number from the small print at the bottom of the card. Locate the set (in the appropriate language) on this page and locate the card by its number.
Tips:

If the number is illegible, you can still easy locate the card by looking at all the cards in the set with the correct casting cost.

This approach may fail for promo cards. If this is what you have, the copyright date can help you narrow down the search.

If all else fail, please provide a scan of the image.

An earlier question with a clearer answer than the ones here was closed as a duplicate of this one, so I'm copying the answer here.

I assume you're aware of Google Translate, so presumably the issue is that you have an image rather than text. You don't make any mention of Cyrillic, which makes me think that perhaps you aren't familiar with that script. If that's the case, the first step would be to do a web search on scripts to figure out which it is. Then, you can use a virtual keyboard to transcribe the letters. In this case, you can do a web search for "Cyrillic virtual keyboard", which gives results such as https://winrus.com/keyboard.htm . You can then use the keyboard to type the text, giving бество то реалвности . When I did a Google search on бество то реалвности MtG, I got https://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=295889 . This brings up a page with "Card Name:
Peel from Reality".

Call a Judge.
At any time in a Sanctioned Magic tournament, you may call a Judge and ask for the Gatherer text of a Magic card. They'll look it up for you and read it out. While apps on your phone may help you during more casual play, the use of them will likely be banned during an official Magic tournament.

This question wasn't asked in the scope of a tournament, it's just someone wanting to identify a card in their collection. There is not a judge available in this scenario.

@doppelgreener Nevertheless, if you're in a tournament scenario, and your opponent plays a card in a foreign language that you don't recognize, the correct response is to call a judge, not to pull out your phone and try to look it up.

I think that's more appropriate for an answer to a separate question saying "someone played a foreign card in a tournament”. Calling a judge is not a solution to “I have this card in my collection”. (That question's been asked here before. It's closed as a duplicate of another question that points this out.)

Funnier scenario is when you are the one playing the card in a tournament and don't know what it does. Solution? Call a judge. Fair enough


text:
What happens when I copy a legendary creature with Rite of Replication?
What happens when you replicate a legendary creature with Rite of Replication?

Related: What happens when Progenitor Mimic copies a legendary creature?, Is there a card that cancels the legendary rule?

The token will enter the battlefield when the spell resolves and, the next time any player would receive priority, you'd have to choose one of the legendary permanents to stay on the battlefield. The copies would then be put into your graveyard.
This is governed by rule 704.5j:

If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards.

This will happen the next time you would receive priority because it's a state-based action:

704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event.[...]

As a side note, like @Gendolkari mentioned, this interaction is no different than simply casting another copy of a legendary permanent you already have on the battlefield. In this case, the exact same rulings will apply.

Contrast with Helm of the Host, which explicitly makes the copy non-legendary: "create a token that's a copy of equipped creature, except the token isn't legendary if equipped creature is legendary."

I don't think it's the next time that you receive priority, it's the next time that a player receives priority. Otherwise an opposing player could add a spell or ability to the stack while there are two instances of the legendary creature, which cannot happen.

@JohnDoe you're correct. Thanks for noticing it, I'll fix.

Worth spelling out that it's no different at all than if you just cast another copy of a legendary creature from your hand like normal... nothing special about tokens or Rite of Replication here.

@GendoIkari Other than you get to choose whether the creature you keep is a token or not.

Another noteworthy...note to draw attention to in your answer: the copies (even if they're tokens), will go to the graveyard before getting exiled, so you still get the death triggers.

@JohnDoe They aren't exiled. They cease to exist.

My bad, you're correct. However, they do still go to the graveyard first.

The other answer is correct, the one big extra thing to be aware of though is that enter the battlefield abilities would trigger and would see each other entering.
For example kick a Rite of Replication:

Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.

On a Reaper King which is a legendary scarecrow that among other things says:

Whenever another Scarecrow enters the battlefield under your control, destroy target permanent.

You would simultaneously create 5 token copies of reaper king.
You would then choose 1 out of the 6 to keep due to the legend rule
However this doesn't do nothing as the original would see all 5 enter. Additionally each of the 5 would see the other 4 enter as they enter simultaneously.
So you would sacrifice 5 Repaer Kings and get 5*4 + 5 = 25 instances of the Reaper King trigger, each of which can be used to destroy a target permanent and are placed onto the stack as you choose.