Here are two closely related cards that exemplify errors that can occur in Magic card designing. They incorporate a basically
sound and interesting mechanic, but do not fully think through the concept - leaving these as two (& too) weak creatures,
when should be highly desirable.
Glittering Lynx W Creature - Cat (Prophecy) Common 1/1 and
Glittering Lion 2W Creature - Cat (Prophecy) Uncommon 2/2.
Both have the ability - Prevent all damage that would be dealt to Glittering Lynx/Lion. They also have that for 2 or
3 mana respectively 'Until end of turn, Glittering Lynx/Lion loses "the stated ability." Any player may play this
This makes them potentially good - BUT an extra line is needed: 'This second ability can not be used in combat phase.'
If this was included, it would mean that opponent would have to spend the mana and declare the action before commencing
an attack - giving defender better idea about whether to use the lynx/lion as a blocker.
One of the major problems with M:TG is ridiculous interpretations that contradict the cards, the rules, commonsense and
the spirit of play eg Regeneration versus Humble. Rules clearly state that regeneration is a creature ability. Humble clearly
states that removes creature abilities. BUT the rules gurus say that can raise a regen shield before Humble resolves and
then can regenerate.
Imagine a warrior with sword and shield approaching.
You have a charm that prevents use of shields.
Opponent says - "Oh, I didn't raise my shield when your charm activated - I had it raised earlier.
You respond - " I don't care when you raised your shield - my charm doesn't prevent raising shields, it prevents
So it should be with Humble and regeneration. [Or, in literal wording of Humble, you would lose (that is drop) your shield].
Welcome to the Magic Rebellion