text:
Sacrificing a creature with 0 toughness
1/1 goblin, with Skullclamp attached, making its P/T 2/0 so it dies. Could it be sacrificed using Goblin Bombardment to deal 1 damage?

No, you don't have the opportunity to sacrifice that goblin. Every time someone would receive priority, just beforehand, state based actions are checked and carried out. One of these state based actions is:

704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.

Priority has to be obtained to be able to activate Goblin Bombardment's ability. By this point, state based actions have already been checked and the goblin is in its owner's graveyard.
For all intents and purposes in this scenario, you might as well consider the goblin to have died instantly as soon as you put the Skullclamp on.


text:
What's the odds of Selvala's parley granting 2 or more mana?
I am trying to figure out what are the chance if getting 2 or more mana after parleying Selvala, Explorer Returned, assuming that using commander/EDH one third of the deck is land and that at least four people are playing. Mainly curious after my friends mentioned way to go infinite if I could reliably generate mana.

I'm not sure how "infinite" it would be, since everyone will be drawing cards.  At some point people will run out of cards and lose.

The answer to this question also depends on how many people you are playing with.

Lets assume its a four player game, and I know it won't be infinite per say I just wanted to know the probability

I think that assuming that only 1/4 of a deck is land in EDH is unrealistic. Going below 1/3 is already risky, and 2/5 is common.

I said assuming a one land to 3 nonland ratio, not one to four

@PeterKwiatek 1 land to 3 nonland ratio means that 1/4 of the deck is land, and 3/4 of the deck is nonland.

@Rainbolt My bad, i got confused i meant a third of the deck is land

In the situation you describe, each player reveals their card independently, and you get mana equal to the number of non-land cards revealed. This is called a Binomial Distribution, with N = 4 and P = 2/3 in your particular case. So, the probability of getting exactly k mana is (4 choose k) * (2/3) ^ k * (1/3) ^ (n - k). You are specifically looking for the probability of getting at least a certain amount of mana, so you are looking for the Cumulative Binomial Distribution. To get the probability of getting at least a certain amount of mana, you simply add up the probabilities for each amount that is at least that number. So, to calculate that for your particular situation, you would calculate

The fully general formula for this, if you want to get at least M mana is

In the particular case of k = 2, we can instead simply consider the cases where you don't get at least 2 mana, and then subtract that total probability from 1. For each player, the probability of only that player flipping a non-land is 2/3 * (1/3) ^ (N - 1). The probability of every player flipping a land is (1/3) ^ N. So, the total probability of getting at least two mana is

For 4 players, this probability is 8/9.

Thanks this is what I was looking for also, how would you use this to figure out the probability of generating x mana

I added a fully general formula

What does ^ mean?

That's exponentiation. We don't have MathJax on this site, so I don't really have a better way to represent it.

You could use a Latex generator to create a static image: http://arachnoid.com/latex/?equ=%5Ctextrm%7BSum%20from%20%7D%20k%20%3D%20M%20%5Ctextrm%7B%20to%20%7D%20N%20%5Ctextrm%7B%20of%20%7D%20(N%20%5Ctextrm%7B%20choose%20%7D%20k)%20%5Ctimes%20P%5E%7Bk%7D%20%5Ctimes%20(1%20-%20P)%5E%7B(N%20-%20k)%7D for middle equation, http://arachnoid.com/latex/?equ=1%20-%20(N%20%5Ctimes%20%5Cfrac%7B2%7D%7B3%7D%20%5Ctimes%20%5Cfrac%7B1%7D%7B3%7D%5E%7B(N%20-%201)%7D%20%2B%20%5Cfrac%7B1%7D%7B3%7D%5EN) for the last one.

OK, I've made the large equations into LaTeX images.

source: Stack Exchange

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text:
What is the board game played in Houseki no Kuni?
I am trying to identify this game from Houseki no Kuni, a buddhism-inspired manga.
My English is so poor I can't describe this game and "google" it.

Can you name the manga?

This is Houseki no Kuni, chapter 43 (currently in Japanese ( http://www.mediafire.com/download/p6zvh5nutxdx55x/Houseki_no_Kuni_2016-06.zip ), will be translated into Russian in day or two)

Any reason to assume this is a real game and not something invented specially for the manga? (I see one player has tentacles instead of hands, so I guess some elements are fictional...)

@G0BLiN Sorry, threre is no reason to assume this is a real game.

I'm voting to close this question as off-topic because it seems to be asking for the name of a fictional game that has no name.

@bwarner It could also seem to be asking about a real game with a name. Unless someone can verify this is a fictional game, I think this should remain open.

Shouldn't the burden of proof be on the asker, who has already stated that they have "no reason to assume this is a real game"?

We suggest you may be able to find a suitable answer for this on [anime.se]; followers of that manga will very likely be able to assist you better than us.

the bottom picture looks like Go, but with an unusual shape for a board
https://en.wikipedia.org/wiki/Go_(game)

This seems unlikely: While there are Go variants with odd-shaped and odd-sized boards, from the pictures there's also at least three different piece types (round, triangular, square). Only common variant I can think of in that vein is three-player go, if one assumes different shapes instead of different colors to differentiate players.

authors: Дмитрий Озерчук

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


text:
Can a dead player have life restored later to bring them back into the game?
Bob, Timmy, and Susie are playing a Free For All in MTG and Timmy kills Bob by putting him at 0 life. On Susie's next turn, could she play something like Alabaster Potion to make Bob's life total go back up, allowing him to continue playing? Or is Bob completely out of the game? Similarly, when Bob is at 0 life, can Susie still make him take X amount of damage to Gain X life?

A player at 0 life loses the game permanently. Everything they own (including e.g. permanents that are under someone else's control) vanishes from the game; neither the player nor their stuff is a legal target anymore.
From the Comprehensive Rules:

104.3b If a player’s life total is 0 or less, he or she loses the game the next time a player would receive priority.
104.5. If a player loses the game, he or she leaves the game.

If you want more specifics on what happens when a player leaves the game, see rule 800.4.

one might consider quoting 800.4; since quite a few things happen when a player dies, i.e. all their spells and effects on the stack cease to exist, etc.

800.4 is really long, and no part of it is actually needed to answer OP. I summarize the most important parts anyway ("everything they own vanishes") but I think anything further would just clutter the answer.

There are a lot of casual formats to the game, so it would be entirely possible for you to create one that allows players to come back.
However, in all of the official formats (and all of the unofficial one's I've seen) any player who 'loses' the game takes no further part in it, and being reduced to zero or less life causes a player to 'lose' the game.


text:
Does Reduce to Ashes Kill indestructible creatures?
When I first read Reduce to Ashes:

Reduce to Ashes deals 5 damage to target creature. If that creature would die this turn, exile it instead.

I thought "ok, a way to deal with indestructible", but then I thought again and wondered. Because indestructible will stop you dying, and the exile only kicks in after you die.
So does it work?

If you want a red spell that does that, look for [mtg:Burn from Within].

The creature will not die or be exiled.
The ability Indestructible is defined in rule 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, if you resolve Reduce to Ashes targeting an indestructible creature with 5 or less toughness, this is how it plays out:
First, Reduce to Ashes deals 5 damage to the creature. For the rest of the turn, if that creature would die, it is exiled instead.
Then, State-based actions are checked. In particular, rule 704.5g says

If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

But the creature has indestructible, so it can't be destroyed and nothing happens.
Then, since the creature wouldn't die, the replacement effect never happens. Rule 614.7 says

If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.

However if the creature dies for some unrelated reason (if its controller sacrifices it, for example), then the replacement effect will kick in, and the creature will be exiled.

Reduce to Ashes can exile an indestructible creature, but it can't kill such a creature.
You are correct in that Reduce to Ashes can't kill an indestructible creature. However, it will still exile that creature if it dies in another way.

700.4. The term dies means “is put into a graveyard from the battlefield.”

This usually happens as the result of the destruction of a creature, but there are other ways too:

701.14a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent he or she doesn’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.
704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.

Indestructibility does not prevent a creature dying, only its destruction, which is one way to make a creature die.

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 if you damage an indestructible creature with Reduce to Ashes, and later that turn it dies because of a sacrifice or its toughness goes to zero, it will be exiled.

No, the indestructible creature doesn't die, so the replacement effect of Reduce to Ashes doesn't happen.

702.12. Indestructible

702.12a Indestructible is a static ability.

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).

704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

700.4. The term dies means “is put into a graveyard from the battlefield.”


text:
Does Gleam of Authority care if a creature gains extra counters?
The rules text on Gleam of Authority is as follows:

Enchant creature
Enchanted creature gets +1/+1 for each +1/+1 counter on other creatures you control.
Enchanted creature has vigilance and "{W}, {T}: Bolster 1."

If a creature were to gain more counters, would that enchantment also raise in power as well or just stay as it originally was?

I don't understand the first question; you appear to have accidentally some words.  Effects from putting artifacts/enchantments where/on what?

For example, if I placed Feral Invocation on a creature, would the effect of "Enchanted creature gets +2/+2." count as a counter, or would the card have to specifically say "Add X +1/+1 counters to creature"?

"Enchanted creature gets +2/+2" How do you get the idea that this has anything to do with counters? Especially since you are aware that there are other cards with different wordings that specifically instruct you to place  +1/+1 counters. If a card doesn't instruct you to place counters, you don't. Just follow the rules according to the normal rules of English; usually it is that easy.

Your first question has already been answered in What counts as a counter?

Possible duplicate of Are +1/+1 counters different from +1/+1 effects?

Also related: Double Gleam of Authority interaction

My second question still stands.

I would recommend asking just that question, because people have already linked to the answer to the first question.

Then I would suggest asking a new question. If your two questions are sufficiently different from each other, it's better to have them in 2 separate threads.

I've edited this down to just the second question, since the first is well covered already & known to the asker.

Yes, the enchanted creature would grow more powerful.
From the Comprehensive Rules:

604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.
611.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.


text:
Can a Suppression Bonds cancel out another Suppression Bonds?
Can you use a Suppression Bonds on a Suppression Bonds to use a creature that was Suppression Bonded and cancel it out?

You can enchant one copy of Suppression Bonds with another, but it won't do anything.
The text of Suppression Bonds states "Enchant nonland permanent. Enchanted permanent can't attack or block, and its activated abilities can't be activated."
So Suppression Bonds is a nonland permanent, meaning it's a legal target for another Suppression Bonds. However, it prevents its target from three things:

Attacking
Blocking
Using activated abilities, which are abilities where you pay a cost to cause an effect, and are written in the form "Cost: Effect".

Since Suppression Bonds isn't a creature, it won't be attacking or blocking (unless there's another effect that changes that), so nothing will happen on that front. And its ability is not an activated ability, but a continuous effect, so it is not affected by Suppression Bonds being cast on it.


text:
Moment of selecting a target from an ability of a planeswalker
I have a Nissa, Vital Force at 3 loyalty in play and I know she will die next turn so I use her -3:

Return target permanent card from your graveyard to your hand.

Can I return my Nissa, Vital Force from my graveyard with this ability or do I have to choose a target before the game checks if she has 0 loyalty and puts her in the graveyard?

Nissa will not be put into the graveyard until after you are done activating her ability (including choosing a target) so she will not be a legal target for her ability.
The process of activating an ability involves (among several other things) choosing targets and paying costs; these happen before the ability can go on the stack. Planeswalkers are put into the graveyard as a state-based action, these are checked every time a player would gain priority. Players don't gain priority during the process of activating an ability so there is no way for Nissa to be in the graveyard when you choose targets for her ability.

602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. [...]
602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i.
601.2c The player announces his or her choice of an appropriate player, object, or zone for each target the spell requires. [...]
601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can’t be paid.
601.2i Once the steps described in 601.2a–h are completed, the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, he or she gets priority.
116.2d State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 116.5.
704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.

Not to confuse things, but would it be possible to change the target of Nissa's ability (for example with Reroute) so that she could bring her self back with her own ability?

@Malco Sure, once SBA are checked she is put into the graveyard and becomes a legal target for her ability if you have some sort of redirection effect

You won't be able to return Nissa with her own ability. What happens is this:

You declare you are going to use the ability.
You choose targets for the ability (and modes, etc, etc)
You pay the cost of the ability (loyalty)
The ability goes on the stack
State based actions are checked, and Nissa is moved to the graveyard.

So, because 2 happens before 5, you can't choose Nissa as a target, as she is not in the graveyard yet.


text:
If I use a colorless commander, can I use colored spells?
In Commander, your General's color identity defines what other cards you get to use, but what happens when you have a colorless General? Can you play any other colors of cards (WUBRG), or are you stuck playing only colorless?

You can only use cards with a colorless color identity with a commander that has a colorless color identity.
Rule 903 has the rules for the commander format, and the following subrules are relevant here:

903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

903.5. Each Commander deck is subject to the following deck construction rules.

903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.

"Colorless" color identity means that the card has no colors in its color identity. If you tried to put a card in your deck that had any colors in its cost or rules text or indicator, then it would have a color in its color identity that is not in the commander's color identity.

I don't know if this is worth noting, but you couldn't use cards with Devoid in a deck with a commander that has no colors in its color identity, unless those cards had no color identity themselves.

I think it should be pretty clear, from the explicit mention of "colors of any mana symbols in that card's mana cost". Plus, there are multiple exceptions: cards with Deviod can't be used for one reason, Transguild Courier can't be used for another, and Elbrus, the Binding Blade isn't allowed for yet another reason.

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


text:
Can players buy other players properties by proxy?
In the game monopoly, can two players create an agreement to proxy buy properties on a players behalf.
For example: player one gives player two $100, in exchange if player two lands on boardwalk, player one will give player two the $400 dollars, player two purchases boardwalk, and gives it to player one. Effectively allowing player one to purchase boardwalk by having player two land on it for a fee.
While this doesn't break any of the wrote rules in the game as far as I know, is this prohibited in any way?

I can't see a rule against it but why would you want to play this way?  it doesn't sound like a good deal for player 2.

If you don't buy a property, it is put up for auction. So this way circumvents the auction and probably pisses of other players.

Three related posts that all have decent notations of official rules:

Regarding when trading and such can occur
Regarding the order of actions in a turn
Regarding the giving or loaning of money to another player

I focused on the following sections from each post.
From Link 1

Selling Property: This may only be done at any time other than after a player rolls the dice, but before they have paid ([Rent [and/or] Tax]) to ([another player [and/or] the Bank.])

From Link 2

The only action which is doable outside one's turn (according to the instructions I've got off-line, in my deluxe box) are buying auctioned properties, buying or trading properties with other players, and using cards that say "use at any time."

From Link 3

Another way to give money to another player is to sell them an unimproved property for $0, then buy it back for the amount you wish to give them.

See the links for more complete details, but the three posts combine give me the understanding that yes you can. You would complete the steps as follows.
Player 1 give Player 2 a gift of $100
Player 2 rolls
Player 2 lands on Boardwalk
Player 1 gives Player 2 a gift of $400
Player 2 buys Boardwalk
Player 2 sells Boardwalk to Player 1 for $0
However, there is nothing to force them to finish the transactions. Player 1 may give Player 2 $500 and Player 2 may decide to just keep it and never trade it back. It would be a tactical move that destroyed the possibility of an alliance, but it's within the rules since the money was a "gift."
Best of luck and may your friendships outlast the board.

If player two lands on Boardwalk (which is currently) occupied, he has two choices:

Buy the property. He needs to have money to buy it.
Decline. The property is put up for auction. All players can bid and the property is sold to the highest bidder.

In your option, player one pays player two before player two purchases Boardwalk and gives it to player one. The order of events is flawed. If player two has enough money, he could buy the property and sell it to player one.
But if player two hasn't enough money, he can't buy it, so there will be an auction.
Doing it your way pisses off other players. And the main goal in playing a game is to have fun. It is perfectly acceptable to outsmart another player if you act within the rules. But if you enter a gray area, people get frustrated.

A good answer to this question needs to directly address the sub-question "When precisely are players allowed to make trades?". If players are allowed to trade/gift in between the time a player lands on a space and the time the player chooses to purchase or not, then OP's sequence is legal.

And re "Doing it your way pisses off other players": I don't think it makes sense to present such an opinion as fact. Among my acquaintances, this strategy would be completely socially acceptable - in fact it's quite tame compared to some of the contracts they've drawn up during the game.

To address @BenjaminCosman's concern, there doesn't appear to be any rules against the timing of "gifting" money, so it seems to be legal. Additionally, my group would likewise see this as a strategic investment and would probably accept this kind of move. They would also probably betray each other the way I have outlined in my own answer. It seems legal, and the results may be very interesting.

players could transfer the money back and forth before any potential landing on boardwalk...


text:
Which games have ever been rated #1 on Boardgamegeek.com's Geek Rating?
What are all of the games that have ever reached the #1 rank on boardgamegeek.com's Geek Rating list?  The current #1 is Pandemic Legacy, and prior to that it was Twilight Struggle.

This would probably be a better question to ask on the BGG forum.  Here's a little bit of context though: https://boardgamegeek.com/geeklist/75946/history-boardgamegeek-completely-useless-statistic

I don't think that [twilight-struggle] and [pandemic-legacy] are appropriate tags for this question, because it's not about those games but rather the list they were part of. Unfortunately, I don't know what tag this question should be tagged with.

I spent 10 minutes trying to figure out what tags I could put for this, and none of the things I wanted to put existed, and I didnt have enough reputation to create new tags.

From the Help Center: "For a question to be on topic, it must relate to a game that is on topic [...]" This question is about a web site, not a game. Therefore, it is not on topic.

@Rainbolt: A question like "What are the best board games ever?" wouldn't be closed as off topic, but it would be closed as opinion-based. By writing a similar question grounded in fact instead of opinion (what games were demonstrably considered the best by one of the largest online board game communities), I'd think that OP avoids the opinion-based closure without veering off topic.

@BenjaminCosman That the opinions are from a large board game community does not make it fact.

I'm not saying those games are factually the best, only that this question can be answered factually. (I would not approve of Q:"What are the best games ever?" A:"BGG says it's [these 6]".) A true opinion question is a mess - several opposing answers with the "correct" one chosen entirely at the whim of the asker. This question however has (Jefromi's and SocioMatt's versions of) one clearly correct and useful answer.

@Rainbolt I'm not a fan of the logic there, using "this is about X which is about games, not about a game itself" as a close reason. Some questions in that category are certainly close-worthy, but I don't think all are (e.g. we've had questions about logistics of game tournaments), so we should always need a more specific close reason. This question in particular seems on par with, say, questions about the history of Spiel des Jahres, which I suspect people would be okay with.

@Jefromi Fair point. I retracted my close vote even though I think the question is primarily opinion based, just because the user is new and I want to be more welcoming. I do not think that the opinions of a community any more on topic here than the opinions of individuals. On another note, where are all of the "too broad" close votes coming from? The answer is a finite list, and a pretty small one at that.

Strangely, Wikipedia had this information:

Paths of Glory (August 19, 2001 - February 20,2002)
Tigris and Euphrates (February 20, 2002 - 2002)
Puerto Rico (2002 - August 2008)
Agricola (August 2008 - December 2010)
Twilight Struggle (January 2011 - December 2015)
Pandemic Legacy: Season 1 (January 2016 - Present).

As Jefromi's answer shows, the dates aren't quite as nicely laid out as Wikipedia shows, but these are the games that have been #1 at some point in time based on persistent user ratings.
If we expanded it to games that rose to #1 because of bugs or user coordination, three more games are added: (1) The Game of Life, (2) Monkey Auto Races, and (3) Die Macher. The specific reasons for each are described on the Wikipedia page.
The games that have hit #1 are also listed on BGG in one of the Completely Useless Statistics threads.

Update:
As of December 29th, 2017, Gloomhaven is the #1 rated board game.

Trigis and Euphrates says it's "February 20, 2002 - 2002", and I see that it's like that on Wikipedia too. Is there a way to find out the accurate dates?

@Thunderforge My guess is no, unless BGG is keeping that information somewhere else that we haven't been able to find. Nowhere seems to reference exactly when it switched to Puerto Rico, and there aren't screengrabs going that far back for BGG.

If you scrape all the versions of the current browse page on archive.org (that's sorted by geek rating, right?), you get this:
2009-02-05 Agricola (2007)
2010-04-07 Puerto Rico (2002)
2010-11-05 Agricola (2007)
2010-11-21 Puerto Rico (2002)
2011-01-06 Twilight Struggle (2005)
2011-01-16 Puerto Rico (2002)
2011-02-03 Twilight Struggle (2005)
2016-01-01 Pandemic Legacy: Season 1 (2015)

Note that those are the date archive.org scraped the page, not necessarily the exact dates the rankings changed.
The page was at different urls and formats before that (and wasn't always crawlable, it looks like) and I haven't bothered scraping any of them yet.

Does anyone know what it was prior to 2009?

@Hal Look at the link Leppy provided, plenty of them are there. I'm sure I'll get around to going through some of the older versions at some point if no one else does.

I don't know how to do 'scrape' but maybe someone knows how to check.  I seem to remember quite a few different games reaching top of list on 1st April as April Fools Jokes.  I believe that many users all rating something 10 for the day.  Should these be included as well for completeness?


text:
What is this oversized playing card deck for, with numbers 11-15 and Barons and Knights?
Just this past weekend, I got my hands on these playing cards. They contain all of the amino acids encoded as numbers ranging from 2 to 15, Aces, Barons, Knights, Jacks, Queens, Kings, and two Jokers. Barring the Jokers, there  is one of each number/face card per suit. The suits resemble those of your standard decks of cards. The game came with some sort of instructions that are in Japanese (I don't know enough Japanese to translate them), but I was wondering if anyone could point me towards the name off this set of cards (if it actually exists) or at least some games that I can play with them. I know that I can take out 11-15 and the Barons/Knights, but it would be cool to play something with all of the cards.

It looks like it might be a modified Tarot/Tarock, although the pip'd cards are either too many or few for playing most Tarot games

The deck wasn't made with 20 cards in each suit to match a particular kind of game — it was made with 20 cards because that's the number of amino acids.
Google translate gives us some indicators of that from the product description:

4 to one of the base 4 in one of the suits, 20 of amino acid 1 from 20 (...)
Normal playing cards 13 compared to the sheets, because the number [ed: of amino acids] is large, J (Jack, 18 th), Q ( Queen, 19 number ) , K (King, 20 th) in front of the 16 as the number K N (Knight, Knight) , 17 as No. B are (Bishop, priest) the picture card of the addition.

Though very rough (very rough), they're acknowledging playing cards are usually 13 to a suit, but they voluntarily expanded the number and added a couple of picture cards because there's a larger number of amino acids than just 13.
The page consistently says it's for Trump (the Japanese name for our standard 52-card playing cards) and never identifies any other game for which you'd use these.
Instead, it's something brand new, as they close off saying, and it's for you to figure out what you might like to do with these cards:

Because it is a new playing cards, to devise how to play, while having fun, the root of the living world is a principle DNA should understand the relationship between the amino acid.

For some reason, I did not make the connection that Trump was a translation of トランプ, which I knew meant a standard deck of cards in Japanese. Thanks for the quick response!


text:
Do multiple instances of Arcbond stack?
For example, someone deals 10 damage to one of my creature, and I have enough mana to cast two Arcbond.

Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.

If I cast both Arcbond on the creature that is taking damage, will that inflict double the damage to all players?

The effect of Arcbond stacks. If you cast Arcbond on the same creature twice, it will deal twice the amount of damage that it takes to each other creature and each player.
The damage for each Arcbond will be dealt separately. If you were trying to force a draw by dealing 20 damage to both players, but you accidentally kill yourself after the first 10, that is too bad for you.
Here's an example of how multiple Arcbond triggers behave:

Cast Arcbond twice on a creature.
The creature takes 10 damage.
Both Arcbonds trigger.
The first Arcbond trigger resolves. The creature deals 10 damage to stuff.
The second Arcbond trigger resolves. The creature deals another 10 damage to stuff.

Make sure you cast Arcbond before the creature takes damage (not after, and not at the same time). Here are a few more examples:

Opponent: "Attack with my 10/10."
You: "Block with my dude."
Opponent:"Okay. Damage?"
You: "Before damage, I'll cast Arcbond twice on my dude."

Another example:

Opponent: I'll Lightning Bolt your dude.
You: "In response, I'll cast Arcbond twice on my dude."

In that particular instance yes it would deal 20 damage.  But if say you had 2 gruul war chants on the battlefield all your attacking creatures would have menace and +2/+0 but the menace does not stack.

Instead of saying "Menace does not stack" I would say "Multiple copies of Menace are redundant". A creature can technically have Menace twice, but of course that isn't very helpful. (On a side note, I had no idea that they errata'd old cards to have Menace. That's neat!)


text:
Is an Awakened land an OK target for Ruins of Oran-Rief?
I have an Awaken deck and I want to use Ruins of Oran-Rief. If I awaken a land that I placed on the battlefield earlier on the same turn, does it count as a legal target?

Possible duplicate of What is "summoning sickness" and how does it affect my creatures?

It's not completely clear what you are asking, but I believe the linked question will have what you need.

I've given this some editing. The original first sentence was a red herring for understanding the question (there's no "enters the battlefield" trigger that's relevant here), and I've just put the intent up front and rephrased.

Yes, you can use Ruins of Oran-Rief on that Awakened land - as long as, like you're describing, you played that land in the same turn.
The ability in question is this one, I presume:

{T}: Put a +1/+1 counter on target colorless creature that entered the battlefield this turn.

After your land's awakened, it's a colorless creature (as well as a land). That colorless creature did also enter the battlefield this turn. So, yes, at this point it meets all the prerequisites for targeting with this ability: it's a colorless creature that entered the battlefield this turn.
This is confirmed in a ruling on Ruins of Oran-Rief's gatherer page:

1/22/2016 - The target of the last ability didn’t necessarily have to be a colorless creature as it entered the battlefield, provided it entered the battlefield during that turn. However, it does have to be a colorless creature to be a legal target of the ability.

You can quote the ruling on Oran for this too.

Would the land have to have been played the same turn as it got awakened though? I.e.: does a land "re-enter" the battlefield as a creature when you awaken it? (I thought it didn't, as transforms and other kind of things also don't count as "entering the battlefield")

@Laurens The question is about Awakening a land that did enter the battlefield in the same turn - but I'll edit to make that clear. Good thing to cover. :)


text:
If I untap all my attackers, do they stay attacking?
I have declared attackers and tapped them as stated in the rules. After the defending player has declared blockers, I cast Tenacity ("Creatures you control get +1/+1 and gain lifelink until end of turn. Untap those creatures.") Can I now Untap them while they remain being attackers? Or do they stop being attackers? While the mechanics of this spell are clear when cast as a defending player before declaring blockers, the attacking side confuses me. I have been unable to find an answer over the internet.

This is answered in the magic comprehensive rules, rule 506.4, in particular 506.4b:

506.4 A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it's a planeswalker that's being attacked and stops being a planeswalker, or if it's an attacking or blocking creature that regenerates (see rule 701.12) or stops being a creature. A creature that's removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that's removed from combat stops being attacked.
...
506.4b Tapping or untapping a creature that's already been declared as an attacker or blocker doesn't remove it from combat and doesn't prevent its combat damage.

So the attacking creature is not removed from combat when it is untapped.


text:
Will Neglected Heirloom ever transform back again?
Neglected Heirloom says:

When equipped creature transforms, transform Neglected Heirloom.

However, on the other side of this sword, there is nothing about transforming the equipment back. Does the transform rule exist, and keep transforming the equipment back and forth with the equipped creature, or does it stay on the once transformed version until stated otherwise by another effect or removed from the battleground?

Neglected Heirloom transforms once, into Ashmouth Blade, and stays that way. (Until something exceptional happens, like another effect or removal, like you said.)
The transformation rule on the Neglected Heirloom front face doesn't matter once it's transformed. The currently face-up side is all that matters, which is Ashmouth Blade. It doesn't have an ability that transforms it, so that's that. Neglected Heirloom's transform ability doesn't exist anymore.
There's several other cards that transform only one way, so this isn't entirely unusual, and for all of those the other face no longer matters. Ormendahl, Profane Prince doesn't have the mana-generating abilities of Westvale Abbey either, for example, and doesn't have anything available to transform it back into a building.
(Also, because of the "no flippy-floppy" rules change introduced with Shadows over Innistrad, that original ability on its front face can't transform it back and forth if the equipped creature happens to transform multiple times at once.)


text:
Tapping Active Abilities when they have summoning sickness?
If I put a Goblin Fireslinger onto the battlefield, which would have summoning sickness, can I tap it that turn to use its ability or do I have to wait an extra turn to use it?

Summoning sickness applies to all abilities of a creature that include the tap symbol as a cost, but other abilities with other costs may be played instantly.

This isn't exactly true. Summoning sickness affects abilities with the tap symbol in the cost, but not other abilities that require you to tap a creature. For example, you can tap Heritage Druid to activate its ability in the same turn that it enters the battlefield.


text:
Do you double up with +1/+1 counters on Fungal Behemoth?
If you have a Fungal Behemoth with 2 +1/+1 counters on it and no other creature with any +1/+1 counters on it, is the fun guy a 4/4? The two counters give it a base power and toughness of 2/2 and then those very same counters give it another +2/+2. I'm pretty sure that is how it works, just needed confirmation.

Yes, that's correct, +1/+1 counters placed on Fungal Behemoth are essentially doubled up in effectiveness.

Each +1/+1 counter on Fungal Behemoth gives it +1/+1, as normal.
Fungal Behemoth additionally has an ability that counts the number of +1/+1 counters on your creatures, and gives it +1/+1 for each of those.

These both happen cumulatively, and the ability considers even counters placed on the fun guy itself. So each +1/+1 counter placed on the Fungal Behemoth gives it +2/+2 — once from the counter itself, once from its ability.
This is also described in a ruling on Fungal Behemoth:

Any +1/+1 counters on Fungal Behemoth itself count toward its base power and toughness, then give it a power and toughness bonus. For example, if there are two +1/+1 counters on Fungal Behemoth and three on other creatures you control, Fungal Behemoth is a 7/7 creature.

but only the counters from creatures. The one from llanowar reborn does not count, right?

Right, Llanowar Reborn is not a creature.

@doppelgreener Unless it is a creature, because an effect (like the abilities of a certain elven Planeswalker or some cards from various Zendikar blocks) has turned it into one.

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


text:
Do you have to pay the commander tax if you have an Omniscience in play?
If you have an Omniscience in play, will you still have to pay the commander tax or do you get to play your commander completely for free? Or is it the case that Omniscience will only ever make my Arcanis the Omnipotent 6 mana cheaper?

If it did apply, it would only replace the mana cost ({U}{U}{U}{3}). It woudn't replace additional costs (such as the Commander Tax)

The commander tax is only applicable when casting the commander from the command zone.

903.8. A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”

But Omniscience says

You may cast spells from your hand without paying their mana costs.

(emphasis mine)
If your commander has been bounced back to your hand, you may cast it for free, thanks to Omniscience.
Side note: it's rather hard to have an Omniscience in play if Zo-Zu the Punisher is your commander. I thought there was a red card which lets you exchange control of permanents (maybe after a coin flip) but I'm not sure...

Ok I realize, the example I gave was a bad one as you could never play Omniscience in a Zo-Zu deck I will edit

Yeah, I just realized that too...

Now that it's been mentioned in the answer: Zo-Zu the Punisher

[mtg:Confusion in the Ranks] can get the job done if someone else already played it.

Maybe the friendly zedruu just did it's thing?

@CollinB that is a super friendly zedruu, I want to play in that commander group

It's me. I'm the Zedruu


text:
Does Blood Sun keep me from turning my Zoetic Cavern face up?
Does Zoetic Cavern lose its morph ability when face-down keeping it from being able to turn face-up when there is a Blood Sun in play?

There is a ruling on Zoetic Cavern that states:

If Blood Moon is on the battlefield and a player controls a face-down Zoetic Cavern, it can’t be turned face up since it won’t have a morph cost.

This ruling comes from rule 702.36e, which states among other things:

If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.

So the Sun stops your Cavern from being turned face up.

Wow, I did not expect that ruling. Learn something new every day!


text:
How many iterations of the legend rule have there been?
I remember hearing LSV talk about how back in Urza's block people would play Crop Rotation to tutor for a Tolarian Academy just so that with the old legend rule, your opponent could not play the legendary land.
That made me wonder how many versions of the legend rule have there been, and how has it changed over the years?

There have been three versions of the Legend rule. After its initial introduction in Legends (released 1994), its second iteration was introduced in Champions of Kamigawa (released 2004), and its third in Magic 2014 (released 2013).
From Legends to Champions of Kamigawa (1994–2004)
We had the rule you described: only one of a given Legend card could be in play. If any newer copies entered, they were immediately removed. Here's what the rule said in 2002:

420.5e If two or more Legends or legendary permanents with the same name are in play, all except the one that has been a Legend or legendary permanent with that name the longest are put into their owners’ graveyards. This is called “the Legend rule.” In the event of a tie, each Legend or legendary permanent with the same name is put into its owner’s graveyard.
(If two permanents have the same name but only one is a Legend or is legendary, this rule doesn’t apply.)

During this period there was both a Legend creature type and a Legendary supertype: creatures were Legends (the creature type) and other card types were Legendary (the supertype).
One impact of this particular rule players observed was that it sometimes created a race to get down your legends first. Doing so would lock your opponent out of playing theirs, rendering cards in their hand/library dead until they could respond with removal. If you didn't want the same to happen to you, you'd better win the race.
Legends to Ice Age (1994–1995): Legends initially also Restricted
Initially all Legends were also on the Restricted list, a deckbuilding restriction which meant you could only have one of a given legendary card in your entire deck. WotC did this for flavour reasons and to keep things simple, since you could only play one of them anyway. This change was lifted pretty soon in Ice Age; Mark Rosewater says it created trouble for R&D.
From Champions of Kamigawa until Magic 2014 (2004–2013)
The second version of the Legend rule was introduced for Kamigawa block in September 2004:

420.5e If two or more permanents with the same name have the supertype legendary, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply.

With this change, the "Legend" creature type went away and just got absorbed into the "Legendary" supertype.
Note that unlike today, we don't reduce down to one copy — nobody gets a copy of the Legendary card. This change turned Phantasmal Image into an incredibly popular spell for removal: play it as a copy of any Legendary creature, and both head to the graveyard for just {1}{U}. This worked even if the target was indestructible because it wasn't destruction: it was just "put them into the graveyard."
Magic 2014 onwards (2013–today)
The Magic 2014 Core Set Rules Preview article announced the new Legend rule we still have today:

Let's dive in, shall we? The "legend rule," rule 704.5k for those of you following along at home, is changing. Under the current rules, any time two or more legendary permanents with the same name were on the battlefield, they would all be put into their owners' graveyards as a state-based action. Under the new rules, any time two or more legendary permanents with the same name are controlled by a player, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

This segregated the players' boards such that each had their own set of unique Legendaries available to them. One person playing a Legendary card wouldn't make all the other players' copies disappear. Plus, now if you controlled multiple legends sharing a name somehow, you could at least choose one to keep!
The actual rules text became the following:

704.5k 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.”

Related: Planeswalker Uniqueness Rule (2007–2017)
There was a separate rule for Planeswalker uniqueness until 2017. While it worked a lot like the Legend rule, it cared about the Planeswalker type found on the type line instead of the name. This prevented you from controlling two Garruk planeswalkers, even if they had different names.
Before Magic 2014, this mirrored the second legend rule: no two players could both control a Garruk. From the October 2012 rules:

704.5j If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.”

As of Magic 2014, it mirrored that edition's legend rule instead. If you controlled a Garruk Wildspeaker and a Garruk, Primal Hunter simultaneously, you'd have to pick one and put the other in your graveyard, even though they had different names. From the November 2013 rules:

704.5j If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.”

With the release of Ixalan's rules updates in 2017, the Planeswalker Uniqueness Rule went away. Every Planeswalker became Legendary via errata and were just handled as normal by the Legend rule: you could control multiple Garruk planeswalkers as long as you weren't control two legendary Garruks with the same name.

I happen to miss clone to kill.

Only tangentially related, but the original Legends rule kind of lives on with the "world rule" for world enchantments.

@Malco That one's sort of an Inverse Old Legend Rule, since only the newest one survives. :)


text:
How do multiple mana increasers stack?
If I have a Zhur-Taa Ancient in play and a Dictate of Karametra, do I get 3 mana or 4 when I tap a land?

Where would you get 4 mana from, both say add one, not double. 1 +1 +1 =3

You get 3 mana. Neither of those cards actually double mana production, they both explicitly state that they add 1 mana per land tap, hence for each land you'll get 1+1+1 = 3 mana.

Might be worth noting what actual mana doublers look like: Doubling Cube and Mana Reflection are all I could find after a quick search.

Interestingly, the wording has been completely clear since Alpha

@Hackworth, I'd add [mtg: Candelabra of Tawnos] and [mtg:Magus of the Candelabra].  They were staples in cloud post decks back in the day, and act as a doubler if another mana increaser is in play.

@John I'd rather not. Don't conflate land untapping with mana production. Once you go down that route, you can include anything that untaps permanents, and the list gets pretty meaningless.

Worth noting that Mana Reflection  + Dictate produces 3 mana, but two Mana Reflections produces 4 mana.

@Hackworth, Good point.

This answer could be interpreted as saying that the land will produce 3 mana, which is incorrect. The land still produces 1 mana, and you have 2 other effects that trigger when you tap that land. It so happens that the 2 triggered abilities both have the effect of giving you 1 mana each.

You get 3 mana total.
Note that both of these cards have a triggered ability, and they trigger in response to you tapping a land for mana, NOT in response to you getting mana.
These cards do not modify the amount of mana you get from tapping a land. Instead, they provide their own mana as a separate effect. The fact that the effect of the triggered ability is also to give you mana, similar to the effect of tapping the land, is incidental.
Consider the card Manabarbs. When a player taps a land for mana, each Manabarbs on the battlefield will trigger once. Zhur-Taa Ancient and Dictate of Karametra work the same; they just have a different effect (adding 1 mana).

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses.

It is also worth noting that those triggered abilities are also mana abilities, so they do not use the stack.

605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability (see rule 106.11a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves.

Note that this is different from a card such as Mana Reflection, which creates a replacement effect that changes the amount of mana produced by your lands. If you had 2 Mana Reflections out, then tapping a Forrest would cause that Forrest to produce 4 green mana.
But if you had 1 Mana Reflection and 1 Dictate of Karametra, then you would still only end up with 3 total mana, because the land would be doubled to produce 2 mana, and the Dictate would just produce another mana like normal.

Answer would benefit from contrasting with Mana Reflection, which is similar but works differently.


text:
How do Opalescence and Humility interact?
How exactly do Opalescence and Humility interact with each other?

This is actually directly addressed in the rulings for Opalescence:

This is the current interaction between Humility and Opalescence: The type-changing effect applies at layer 4, but the rest happens in the applicable layers.  The rest of it will apply even if the permanent loses its ability before it's finished applying. So if Opalescence, Humility, and Worship are on the battlefield and Opalescence entered the battlefield before Humility, the following is true: Layer 4: Humility and Worship each become creatures that are still enchantments. (Opalescence). Layer 6: Humility and Worship each lose their abilities. (Humility) Layer 7b: Humility becomes 4/4 and Worship becomes 4/4. (Opalescence).  Humility becomes 1/1 and Worship becomes 1/1 (Humility). But if Humility entered the battlefield before Opalescence, the following is true: Layer 4: Humility and Worship each become creatures that are still enchantments (Opalescence). Layer 6:  Humility and Worship each lose their abilities (Humility). Layer 7b: Humility becomes 1/1 and Worship becomes 1/1 (Humility).  Humility becomes 4/4 and Worship becomes 4/4 (Opalescence).

This all sounds very confusing, but basically what it is saying is that it depends on which one entered the battlefield first. These types of effects are applied in a "Layer" order. When 2 things would happen in the same layer, they are applied in the order that the effects were created.

The relevant rule being 613.5: "... If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process."

From Gatherer:

With a Humility and two Opalescences on the battlefield, if Humility has the latest timestamp, then all creatures are 1/1 with no abilities. If the timestamp order is Opalescence, Humility, Opalescence, the second Opalescence is 1/1, and the Humility and first Opalescence are 4/4.  If Humility has the earliest timestamp, then everything is 4/4.


text:
What are the limitations on using a Planeswalker's loyalty abilities?
I assume I can only use a loyalty ability once per turn, is that right?
Otherwise it'd seem to me that Planeswalkers would be hideously broken. And I assume that if you used the +1 ability that the 0 ability can't be utilized - that it's not "use each loyalty ability once per turn" but rather "use only one loyalty ability once per turn".
Also, can I use them the turn I cast a planeswalker?

When you have basic questions like this about how cards work, the basic rules are a good place to start. Here's the section about planeswalkers, which directly answers your main questions.

Planeswalker
Planeswalkers are powerful allies you can call on to fight by your side. You can cast a planeswalker only at the time you could cast a sorcery. They’re permanents, and each one enters the battlefield with the number of loyalty counters indicated in its lower right corner.
Each planeswalker has loyalty abilities that are activated by adding or removing loyalty counters from the planeswalker. For example, the symbol {+1} means “Put one loyalty counter on this planeswalker” and the symbol {-3} means “Remove three loyalty counters from this planeswalker.” You can activate one of these abilities only at the time you could cast a sorcery and only if none of that planeswalker’s loyalty abilities have been activated yet that turn.
Your planeswalkers can be attacked by your opponent’s creatures (if so, you can block as normal), and your opponents can damage them with their spells and abilities instead of damaging you. Any damage dealt to a planeswalker causes it to lose that many loyalty counters. If a planeswalker has no loyalty counters, it’s put into your graveyard.

So yes, one ability per turn per planeswalker. If you've got more than one, you can use them all up to once, though. You can even, say, use one Vraska's ability then play another Vraska (sending the first to the graveyard, due to the uniqueness rule) and use it.
And yes, you can use it the turn you cast it - there's nothing here saying you can't. (The "summoning sickness" restriction is something that specifically applies to creatures.)

I think it's worth noting that they work this way unless you've got another card that explicitly modifies how they function. The Chain Veil allows you to activate a Planeswalker's abilities more than once per turn, for instance, and the Teferi from the Commander set allows you to activate planeswalker abilities at instant speed if you get his emblem out.

You can only use one of the abilities each turn, and only once per turn when you could normally cast a sorcery. From rule 606.3:

A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if no player has previously activated a loyalty ability of that permanent that turn.

You can use the loyalty ability the turn you cast the planeswalker; there is no reason you wouldn't be able to. In fact, you can use any ability of any non-creature permanent the turn it comes into play unless it says otherwise.


text:
Would Evacuation and Ambush Commander return all forests to their owners' hands?
Evacuation returns all creatures to owners hands. Ambush Commander turns all forests into creatures. Would that mean that Evacuation would return all forests to their owners hand?

Ambush Commander only affects its controller's Forests, but otherwise, yes.  Evacuation will return them to their owners' hands.
This doesn't come down to a single rules citation, but ultimately Creature Lands still count as creatures due to this rule:

608.2h If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.
Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.

It does not matter that they are 'Creature Lands', the spell just cares that they are creatures.

Your citation is accurate; I've edited the language to be more certain and confident.


text:
Can Shapesharer copy an enters the battlefield ability, like Stoneforge Mystic's?
If I use Shapesharer to copy Stoneforge Mystic do I get to search my library for an Equipment card when I perform the copy?

A change in a permanent's characteristics (power, toughness, name, abilities, etc) is not a considered an entering of the battlefield. Entering the battlefield is a change in zones.

No. Shapesharer does not enter the battlefield when its ability resolves: it was already in play. Stoneforge Mystic's ability only triggers when it enters the battlefield.
Of course, you could use the Shapesharer-Mystic's activated ability after resolving the copy effect.
Note that if you used a different copy card such as Clone, you would get the Mystic's triggered ability, because the copy effect would replace the regular act of entering the battlefield.

No. The new Stoneforge Mystic will not "enter the battlefield", because it is already on the battlefield. In order for "enters the battlefield" triggers to trigger, the object must change zones from some other zone to the battlefield.


text:
Why are Tabernacle at Pendrell Vale and Pendrell Mists worded differently?
Tabernacle says the following:

All creatures have "At the beginning of your upkeep, destroy this
  creature unless you pay 1."

Pendrell Mists says the following:

All creatures have "At the beginning of your upkeep, sacrifice this
  creature unless you pay 1."

So one says "destroy" and one says "sacrifice". That seems surprising. If so then indestructible creatures would be immune to Tabernacle's effect whereas they would not be immune to Pendrell Mists effect. And similarly, Sigarda, Host of Heron would protect you against Pendrell Mists whereas it wouldn't against Tabernacle of Pendrell Vale.
Is this assessment correct?

Can you ask an actual question? What part of your assessment do you not understand?

All of it? It's a yes or no question. Actually, I suppose it's technically two yes or no questions. Yes or no questions are not without precedent. See http://boardgames.stackexchange.com/q/16672/6542 . No one voted to close that one so I don't know why people are voting to close this one.

Perhaps other users see a small difference between "Can I dredge twice?" and "Is my understanding correct?" Yes, destroy and sacrifice are two different words. Yes, you can read correctly. Yes, both of the cards work exactly like the text on the cards say they work. Yes, Sigarda protects you from sacrificing. All of these things are literally written on the cards, and I am at a loss as to what part you don't get.

@Rusher - many players are not aware of what rules text should be taken literally (e.g. "target", "sacrifice") and what mechanisms have more complex rules text behind them and are only somewhat related in flavor (e.g. "regenerate").

That is completely correct.
Indestructible and regeneration prevent/replace destruction but not sacrifices.
Sigarda prevents sacrifices but not destruction.

Indestructible does not replace destruction. It simply ignores it. It literally "can't be destroyed". This would matter in the event that you have an indestructible creature with a regeneration shield that gets hit with a destruction spell like Doom Blade. The regeneration shield would not be consumed. If the creature lost indestructible during the same turn, it would still have the regeneration shield.

Note that Sigarda helps with an opponent's Pendrell Mists, but not if it's under your control or an ally (or some other non-opponent player).

I disagree that Sigarda has any effect against Pendrell Mists. The ability "At the beginning of your upkeep..." is controlled by the controller of the creature, not the controller of the Mists. Since your creatures aren't controlled by your opponent, Sigarda has no problem letting you sacrifice them.

@Kevin is correct. Sigarda has no effect on Pendrell Mists (or Magus of the Tabernacle), because the triggered ability causing the sacrifice is controlled by the player with Sigarda, not the player with the Mists/Magus.

Right. I'll fix later today.

As to the implied question "Why is the Tabernacle worded this way?": Because it's old. Card text templating wasn't always as refined as it is now, and will probably always be changing over time, so it's common to look at an older card and see some ways it would be obviously different if printed today. To the modern eye, any card instructing a player to destroy their own permanents would be a "sacrifice", but that wasn't always the case. The Abyss is another example of an old card that would say "sacrifice" if it were printed in a modern set, but as printed allows you to pull shenanigans with untargetable, indestructible, or prot-black creatures.

Destroy and sacrifice are very much modern terminology.

@Rusher: Take a look at the alpha printing of Terror.

@ChadMiller Is the text on Terror supposed to convince me that destroy is not a modern term?

@Rusher: I guess I misunderstood. I thought you meant exclusively a modern term (as opposed to one that has always been in use and is still in use)


text:
Who wins? Painter's Servant or Mycosynth Lattice?
Painter's Servant makes all cards the color of your choice. Mycosynth Lattice makes all cards colorless. What happens if they're both in play at the same time? Does the most recently played one take precedent?

The most recently played one takes precidence:
From the rulings on painter's servent:

5/1/2008  While Painter's Servant is on the
  battlefield, an effect that changes an object's colors will overwrite
  Painter's Servant's effect. For example, casting Cerulean Wisps on a
  creature will turn it blue, regardless of the color chosen for
  Painter's Servant.
5/1/2008   If something affected by
  Painter's Servant is normally colorless, it will simply be the new
  color. It won't be both the new color and colorless.

In general continuous effects are applied in time stamp order (rule 613. Interaction of Continuous Effects). More info here: http://wizards.custhelp.com/app/answers/detail/a_id/1030


text:
Hibernation Sliver and sacrifices
Hibernation Sliver states all slivers have "Pay 2 life: Return this permanent to its owner's hand". So what if you have a sliver like Necrotic Sliver that gives all slivers "3, Sacrifice this permanent: Destroy target permanent."? Can you sacrifice a sliver and then return it to your owners hand before it goes into the graveyard?

Related: Can I use Hibernation Sliver to return slivers from my graveyard? (you can't)

No, you cannot sacrifice a sliver to Necrotic Sliver's ability and then return it to your hand with Hibernation Sliver's ability.
When you activate Necrotic Sliver's ability, you sacrifice the creature as part of the cost. By the time the ability is on the stack and you have a chance to do anything else, the creature is already off the battlefield, so it cannot activate the other ability.


text:
Converted mana costs of tokens and manlands
So let's say I have a Pernicious Deed that lets you "destroy each artifact, creature, and enchantment with converted mana cost X or less". Do tokens (e.g. those produced by Sliver Queen) get destroyed? What about lands that are creatures thanks to, for example, Ambush Commander?

A token that is created with characteristics defined in the effect generally has converted mana cost 0. The relevant rules are

110.5b: A token doesn't have any characteristics not defined by the spell or ability that created it.
202.3a: The converted mana cost of an object with no mana cost is 0.

If a token is a copy of another permanent or card, then it has all of the characteristics of the original, including its mana cost. So, it's converted mana cost is the same as the converted mana cost of the original permanent.
The relevant rule is:

706.2: When copying an object, the copy acquires the copiable values of the original object’s characteristics... The "copiable values" are... mana cost...

This can be modified by the copy effect. For example, the keyword ability Embalm is defined like this:

702.127a: Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.”

In this case, as mentioned above, the converted mana cost of the embalmed copy is 0.
For permanents that have no mana symbols in their mana costs, their CMC is also 0.
For this, the relevant rules are

117.6: Some mana costs contain no mana symbols. This represents an unpayable cost.
202.3: The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color.

So although there may be no such card at the moment, the rules do allow for a token that's not a copy of an object, but does have a non-0 mana cost; if the spell or ability that created it gives it one.

@murgatroid99 I edited this answer to mention manlands in the second part, since the question is asking about those too and I believe your second part addresses that.

Because you can have tokens that are copies of other permanents, and their CMC is determined as I described.

@ikegami I fixed the references for your first comment.


text:
Does Argothian Elder and Maze of Ith really produce infinite mana during the attack phase?
According to a comment in the discussion of Argothian Elder:

Argothian Elder plus Maze of Ith provides infinite mana during your attack phase.

How is that? In order for Argothian Elder to attack it has to tap, per rule 508.1f, and if Argothian Elder is tapped it can't be tapped again to activate the ability.
If you could attack and tap to active abilities simultaneously, it'd work, but I don't think you can.
So is the comment wrong or am I wrong?

The key thing here is that untapping the attacking elder does not make him stop attacking. Thus he can be targted by the maze multiple times during your attack phase.

You don't need to tap them simultaneously for this to work. Once you have declared Argothian Elder as an attacker, you can do the following:
1: Tap Maze of Ith to untap Argothian Elder
2: Tap Argothian Elder to untap Maze of Ith and another land.
3: Tap that other land for mana.
4: Repeat as much as you want.

you use maze of ith to untap him.
then you use argothian elder to untap maze of ith, and one extra land.
then you float a mana with that extra land, and repeat the process.  the result is 1 extra mana for free.
you can do this as much as you want.


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How does Conversion affect dual lands?
Conversion states (among other things) that "All Mountains are Plains.".
My question is...  how does this work with dual lands? If you have a Plateau (a RW dual land), for instance, does it, hence forth, only produce W mana, or does it still produce R or W mana at it's owners discretion?

As long as Conversion is on the battlefield, any lands that would otherwise be Mountains are instead only Plains, and can tap for {W}, but not for {R} or for any other color that they would produce because of having another basic land type (for example, if one was originally an Island Mountain). In addition, those lands will lose any other abilities printed on them.
First, rule 205.1a says

Some effects set an object’s card type. In such cases, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.

So, Conversion's "All Mountains are Plains" effect removes any other land subtypes from the land. The land subtypes are listed in rule 205.3i:

Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, and Urza’s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.

Finally, rule 305.7 describes additional specific rules for setting a card's subtype to a basic land type:

If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copy effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.


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Is an ability that can only be activated once per turn still considred activated if it gets countered?
Stifle counters activated abilities. Quirion Ranger has an activated ability that can only be activated once each turn. Does the ability count as being activated for the turn if it was stifled?

Yes, the ability was still activated even if it gets countered.
Activating the ability is merely the process of paying its costs and putting it onto the stack, completely independent of what happens after that:

602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. ...

All that has to be done before anyone gets priority and is able to Stifle it. Countering it merely causes the ability to be removed from the stack without any of its effects occurring; it doesn't rewind the game and undo it being activated in the first place.

701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.

Similarly, once you cast a spell, it's been cast, even if it subsequently gets countered.

There's some rulings you can cite: Mairsil's fourth ruling, Licia's fourth ruling. Both reference that if an ability doesn't resolve you can't use it again the same turn.


text:
Double Strike with Lifelink that destroys its blocker in the first strike phase
Say I have a 5/5 creature with double strike and lifelink. I attack with the 5/5 and my opponent blocks with a 1/1. The creature is killed by the damage in the first strike phase and I gain 5 life. Do I gain an additional 5 life in the normal damage phase?

No. It doesn't deal any damage, so the event isn't replaced to also give you life. (On phone, so can't dig out the rules to form a proper answer at the moment.)

As Ikegami mentioned in a comment, the answer is no. Double strike (as well as first strike) adds an additional combat damage step where creatures with double (or first) strike deal their damage. Creatures that die as a result of this damage will be removed from combat before the second combat damage step happens. So the order of things is:

Declare attacker: 5/5 double strike lifelink creature.
Declare blocker: 1/1
'First strike' combat damage step: attacker deals 5 damage to blocker, blocker dies and is moved to its controller's graveyard. Attacker's controller gains 5 life in this step.
'Regular' combat damage step: the attacker has no blocker (it died the previous step) so it doesn't deal combat damage. Any other attacking and blocking creatures deal combat damage as usual. This includes any creatures that survived the first strike damage step but did not deal damage in it.

If the 5/5 double strike is blocked by any creature with toughness 6 or greater, both these creatures will deal combat damage in the regular combat damage step.
The relevant rules are the following:

702.4. Double Strike
702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
702.4e Multiple instances of double strike on the same creature are redundant.

and:

Blocked Creature: An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it's removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, "Declare Blockers Step."
510.1c. A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage.

I edited bullet point 4 but I need to explain why. Creatures with first strike can deal damage in the regular damage step if they somehow gained first strike after the first strike damage step. Because of that, a more accurate description is "Creatures that didn't deal damage in the first strike damage step."

In addition to Ashley's answer, a creature with double strike and trample will still assign damage in both phases if it's blocked but the blocking creature is no longer in play.  That's because of this rule for trample.

702.19c If an attacking creature with trample is blocked, but there are no creatures blocking it when
  damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking

So in your example, if your 5/5 also had trample, you would gain 10 life (and your opponent would take 9 damage).


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Can I Stifle Heritage Druid's ability?
Heritage Druid lets you tap three elves you control to add GGG to your mana pool. Stifle counters activated or triggered abilities. My question is...  if I use Heritage Druid to tap three elves and then that ability is countered are the elves still tapped?

You cannot Stifle Heritage Druid's ability since it is what is called a mana ability

605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability

605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated.

If instead of the Heritage Druid's ability if your opponent was trying to Stifle Imperious Perfect's activated ability your Perfect and lets say the Forest you tapped for the {G} would remain tapped.

701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.

701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.

I think a better counter example would be stifling Arbor Elf's ability. Arbor Elf remains tapped, but the forest doesn't uptap.


text:
Will Endless One still enter with X +1/+1 counters while Humility's in play?
Humility says "all creatures lose all abilities and have base power and toughness 1/1" and Endless One comes into play with X +1/+1 counters.
According to a comment in How to understand Humility once and for all, triggered abilities don't get triggered with Humility, but I'm thinking Endless One's ETB "ability" doesn't count because it's not a triggered ability? Because it doesn't say "when it enters the battlefield X +1/+1 counters are placed on it"?

If you want an easy guide to what is a triggered ability just remember that they begin there sentence with the following three words. Whenever, At the and when.

Back in the day Humility just came out I used to run it with Crovax the Cursed for the same effect.  Back then no one was sure how it worked

As of the Ixalan rules update, Endless One will not enter the battlefield with counters if Humility is on the battlefield. As other answers have mentioned, Endless One's ability is a replacement effect that modifies how it enters the battlefield. The new version of rule 614.12 says:

Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.

Applying this kind of replacement effect involves checking continuous effects that already exist. Humility's ability is one such continuous effect, and applying it removes the ability that would add the counters.
The Ixalan Comprehensive Rules Update goes into some detail about how this rule changed, and it specifically mentions a similar situation:

Humility causes creatures with modular to enter without their +1/+1 counters.

For reference, the definition of Modular is

Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters the battlefield with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”

The part of the Modular ability that affects how the permanent enters the battlefield has basically the same wording as Endless One's ability, so Endless One's ability is affected the same way by the rules change.

You are right that it doesn't affect it because of the below rule, it will get it's counters and it is indeed not a triggered ability:

614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and continuous effects from the permanent’s own static abilities, but ignoring continuous effects from any other source that would affect it.

This makes for a very rare case in which Humility actually makes a creature bigger, by making it a base 1/1 rather than a base 0/0.

Endless One's ability is not a triggered ability.

112.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” [...]

Endless One's ability is a replacement effect.

614.1c Effects that read “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” or “[This permanent] enters the battlefield as . . . ” are replacement effects.

Because Endless One's ability is a replacement effect, it ignores continuous effects that are not its own for the purposes of determining how the effect would apply.

614.12. [...] To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and continuous effects from the permanent’s own static abilities, but ignoring continuous effects from any other source that would affect it.

Although Humility's continuous effect is ignored momentarily, it still applies as the permanent enters. For example:

If you pay {0}, then Endless One will enter as a 1/1.
If you pay {5}, then Endless One will enter as a 6/6.

The Endless one will be a 1/1, the ETB trigger will not trigger as it never had them. Any replacement effects will be bypassed as they never exsisted.
Rulings sited here.

Link only answers are ill suited for the SE format, since the link target may die over time. Further, your answer is factually wrong; the ability is a replacement effect.

Ah I had to look into this even more, this all about the wording and since there are many ways in which a card can be worded with ETB, it depends on if it is a trigger or not.

The judges telling you two different things might all be right. The reason is because there are two different "comes into play" abilities. Cards that read "enters the battlefield as", "as X enters the battlefield" or "enters the Battlefield with" don't have triggered abilities, they don't use the stack, and Humility's effect won't touch them. Cards that read "when X enters the batlefield" do have triggered abilities, and Humility will cause them not to have those abilities and not to trigger.

I just wished that MTG would have added the rulings to the card in Gatherer, it would make this so much easier to decipher.

It really comes down to triggers. That's it. Enters with blank is not a trigger. "When" it enters is. Modular affects the card "as" it enters and then is lost as it hits the field. Still gets the +1+1 but is a 1/1 and now is a 2/2. (A 1/1 with a +1/+1 counter).

You seem to be saying the same thing as two of the existing answers, which are also incorrect because of the change to rule 614.12 that I mentioned in my own answer.

611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.

611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.

Example: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.

Humility changes "the rules of the game". It affects all creatures no matter where they are (In play, in your hand, graveyard). If Humility is in play, a creature in your hand has no abilities and is a 1/1.
So, if Humility is in play, Endless One (and Hangarback Walker for that matter) has no abilities. You can pay {0} and have a 1/1 creature. If Endless One is already in play when Humility hits the battlefield, Endless One keeps its +1/+1 counters and its base P/T becomes 1/1 instead of 0/0.

You are incorrect. Humility only modifies creatures on the battlefield. when something refers to a creature it only means creatures on the battlefield. By this rule: 109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.

This does not answer the question, "Will Endless One enter with counters if Humility is in play?" You never explained what happens if you cast Endless One for some non-zero amount while Humility is already in play.

No. You don't have creatures in your hand, you have spells that are Creature cards.


text:
Are lands animated by Living Lands colorless?
Living Lands says: "All Forests are 1/1 creatures that are still lands". I assume these lands are colorless? So they could still block a creature that had protection from green or protection from colored spells or whatever?

Yes, the Forests will almost certainly be colorless.
Living Lands only changes the types, power, and toughness of those Forests. It does not change their color at all, so they will retain whatever colors they had previously.
Lands are almost always colorless, even the basic lands, so they'll stay colorless as Living Lands animates them. A Forest might produce green mana, but it's not green itself.
Since they're colorless, something with protection from green won't have protection from the colorless 1/1 Forest creature.
If the lands have colors for some reason, they'll retain those colors as they get animated. For example, Arixmethes, Slumbering Isle is a blue and green land before it wakes up. If it's somehow animated by Living Lands (perhaps you also have Yavimaya, Cradle of Growth) it'll keep those colors.

(Not to mention other, external effects may change the color of the land creatures. Such as Darkest Hour.)


text:
Can I block with Myth Realized if I attacked with it on my turn?
Myth Realized lets you pay {W} to turn it into a creature until end of turn. My question is...  if I turn it into a creature on my turn and attack, can I also block with it on my opponents turn?

You might want to have a read through the Basic Rules, which should cover things like this - unless the point of your question was actually to ask "can enchantments be tapped, or does it untap when it stops being a creature?"

"can enchantments be tapped, or does it untap when it stops being a creature?" was indeed the "point" of my question. But then if you answer the question as asked you're also presumably answering the other questions my question was hinting at. What's next? If I ask a math question about 90 degree angles will you get on my case because I didn't ask about right angles (even though they're the same thing)?

It might be better to directly ask each of your hinted questions as a separate site question.

I thought you were asking if it would still be a creature, because you didn't mention using the ability again to make it a creature again. So your question isn't written clearly.

@neubert It's usually best to just be specific: http://meta.stackexchange.com/questions/66377/what-is-the-xy-problem I'm not getting on your case, it's just pretty hard to read minds over the internet.

No.  As a creature, it still taps to attack, so barring some other action, it will remain tapped (turning it back into a creature will not untap it) and can't block on your opponents turn.

Not only will it be tapped, it will not be a creature anymore. It stops being a creature at the end of the turn; the question didn't say anything about turning it into a creature again.

@Gendolkari - yeah, that's just not much of an obstacle with a card like an enchantment that becomes a creature for 1 mana.  But the question wasn't explicit, and I guess that's been sussed out above.

True, but the issue is that as worded, it sounds like the OP may not understand when it stops being a creature.

No because he will remain tapped.


text:
Will Myth Realized still become an X/X when Humility's in play?
Humility says "all creatures lose all abilities and have base power and toughness 1/1" and Myth Realized is an enchantment that can become a creature with P/T equal to the number of lore counters on it.
I'm thinking that due to the timestamp ordering if Myth Realized becomes a creature after Humility was cast that Myth Realized would be x/x and not 1/1, where x is the number of lore counters?

You are correct, Myth Realized will be a creature with power and toughness equal to the number of lore counters on it.
This is because both its own ability and Humility's apply in Layer 7b (613.3b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.) Since they are in the same layer and neither ability depends on the other you use timestamps (613.3. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order.)
Note that if Myth realized is already a creature when Humility is played it will become a 1/1 until the end of turn, but the next time it is activated it will be back to normal.
Myth Realized's ability is not a Characteristic-Defining Ability which would be applied in layer 7a and then get overwritten because cause CDAs require that

604.3a A static ability is a characteristic-defining ability if it meets the following criteria: ... (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect;

Also from the Gatherer Rulings

Activating the ability that turns Myth Realized into a creature while it’s already a creature will override any effects that set its power or toughness to a specific value. Effects that modify power or toughness without directly setting them to a specific value will continue to apply.

This would not be possible if its ability were a CDA

I guess it's analogous to an "Enchant Creature", which applies it's effects in timestamp ordering? Like if Myth Realized said "Myth Realized becomes a Monk Avatar creature in addition to its other types and has 'This creature's power and toughness are blah blah'" then it'd be 1/1 all the time but because it says "gains" instead of "has" that it's not?

Maybe worth mentioning: The ability-removing effect of Humillity, and the ability-gaining effect of Myth Realized are both in Layer 6 so this happens in timestamp. So Myth Realized will still have it's Characteristic Defining Ability (CDA) gained by it's ability

@diego Wait now I think about it. Humility's effect overwrites the power and toughness setting of the CDA of Myth Realized in 7b because Myth Realized's effect happens in 7a or not? so it's always a 1/1?

@IvoBeckers I added a section explaining why it isn't a CDA


text:
Can I use Trait Doctoring to to make a Circle of Protection monocolor or multicolor?
Can Trait Doctoring be used to change a Circle of Protection (whatever color) into protection from mono or multicolor? Trait Doctoring reads

Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Do monocolor and multicolor count as "color words"? I sort of assumed so but I'm not really sure.

related: http://boardgames.stackexchange.com/q/12927/3128

I've never heard of the color "multicolor". It's definitely not one of the 5 in MTG!

Note that Trait Doctoring + Circle of Protection is effectively a nonbo: the overwhelming majority of damage coming your way doesn't happen on your own turn. That's a lot of work just to make a really lousy Personal Sanctuary. If you really want to play customize-your-own-CoP, use a card like Alter Reality or Glamerdye.

But why would you need multicolor anyway? You can just say part of the multicolor you would like to block.

No, it cannot.
As per the ruling on the card:

The type-changing effect can change part of a word such as “nonblack” or “swampwalk” if the part of the word is being used to refer to a color or basic land type.

Referring to color in general does not refer to a color.
As per the comp rules:

105.1. There are five colors in the Magic game: white, blue, black, red, and green.
105.4. If a player is asked to choose a color, he or she must choose one of the five colors. "Multicolored" is not a color. Neither is "colorless."