Alright, let’s talk about these MTG time counters, ya know? I ain’t no fancy scholar or nothin’, but I’ve seen my fair share of these things and I’ll tell ya what I know.
First off, these time counters, they ain’t like those regular power and toughness thingies. They don’t got no rules of their own. You slap a time counter on a critter, it ain’t gonna just disappear on its own. Nope. Gotta be somethin’ else, a spell or some ability, that makes it go away. It’s like waitin’ for the crops to grow, gotta be patient and somethin’ gotta make it happen, ya feel me?
Now, mostly, these time counters, they like to mess around during that upkeep step. That’s when they mostly go away. And when the last one of them time counters gets taken off, somethin’ happens. Boom! Like a firecracker on the Fourth of July. They were real big in that Time Spiral thingamajig, with them Vanishing and Suspend abilities. I remember my grandson tryin’ to explain it to me, all that hocus pocus.
- Time counters are like little markers.
- They usually go away during upkeep.
- When the last one’s gone, somethin’ special happens.
Speaking of special, they banned that Time Warp card. That messed things up for some other cards too. Folks who spent their hard-earned cash on those cards, they only got a refund for the Time Warp, not the other fancy ones. Seems a bit unfair, like sellin’ you a whole pig but only givin’ you back the bacon.
Now, in this game, they call anything on the stack a “spell”. Even your regular cards, when you play ’em, they become spells for a bit. Then, poof, they ain’t spells no more. But mostly, when folks talk about “spells”, they mean them instants and sorceries. Those quick little things that can turn a game around faster than a rooster can crow.
There’s this new Doctor Who set, and it’s got a whole bunch of stuff with time counters. Confusin’ as all get-out, let me tell ya. Sometimes they tick down, sometimes they don’t. It all depends. And some cards, they use these time counters just to keep track of stuff. It’s like puttin’ notches on a stick to count the days, only fancier.
Time travel in the game, it’s kinda like that “proliferate” thing, but you can pick any card or counter you want. It’s like magic, but it works.
And if you got a Suspended spell, you can hurry it up by gettin’ rid of those time counters faster. It’s like rushin’ the harvest before a big storm comes. You don’t wanna lose everything, do ya?
Some cards just make time counters. Them Suspend cards, they come into play with a bunch of time counters. Same with the Vanishing ones. It’s like plantin’ seeds, each with its own time to grow.
So, what is a counter anyways? Well, it’s just a little marker you put on somethin’ or somebody. It changes things up, or it messes with the rules somehow. Like puttin’ a hat on a scarecrow, makes it look different, ya know?
In the end, these time counters are just another part of the game. They can be tricky, but once you get the hang of ‘em, they ain’t so bad. Just gotta pay attention and remember what does what. It ain’t rocket science, even this old woman can figure it out, eventually.
Key things to remember about time counters:
- They don’t have inherent rules.
- They are often removed during the upkeep step.
- Their removal can trigger effects.
- They are used in various abilities like Suspend and Vanishing.
- They can be manipulated by other cards and abilities.
So there you have it. That’s my take on them MTG time counters. Hope it helps ya out, and if not, well, at least I tried.
Tags: MTG, Time Counters, Magic the Gathering, Rules, Gameplay, Strategy, Upkeep, Suspend, Vanishing, Doctor Who