If there are 2 level 7 Lighthouse Chronologists on the Table, the rest of the table has failed already. Also, it would be whichever Chrono was on the Battlefield first, or based on Turn-Order priority.
Yes, but that only matters when it's a players end step that is neither of the players that have the Chronologist, and I think this is referring to a two player format.
Timestamps aren’t relevant, but APNAP is how you’d resolve these triggers if there were 3 or more players in the game. If players A and B have the Chronologist and it’s player C’s turn, then player B will take an extra turn as they are last in turn order. At the end of their extra turn player A’s Chronologist triggers, giving A an extra turn. From here it repeats as shown in the video :)
With extra turns, it's a little more weird. Chronologist only triggers when it's not your turn, but if I were to cast an extra turn spell and you copy it, your spell enters in effect first and mine last, but that makes the next turn mine, since the second extra turn overrides the first one. (You will get your extra tho, just after mine.)
In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully. If multiple Chronologist's abilities trigger during the same turn, the player whose turn would show up sooner in the natural turn order will get the first extra turn. For example, say Players B and C each control a level 7 Lighthouse Chronologist. Player A takes a turn. The game will proceed like this (with extra turns in brackets): Player A's current turn, [Player B's turn], [Player C's turn], [Player B's turn], [Player C's turn], and so on. Because Players B and C will each add another extra turn after the other player's extra turn, Player A will not take another turn as long as both level 7 Lighthouse Chronologists remain on the battlefield.
There is a card that reverses the turn order by tapping there is also ways to untap a card at an opponents upkeep letting you pass to an opponent and make them pass too you then pass to an opponent
okay but *what if* it’s commander and 3 players have one? i think that 2 trigger at the same time and whichever resolves second would be the player who gets the extra turn, which would be the next player in turn order (because the final player in priority order’s trigger resolves first), and at the end of that turn the same thing would happen, meaning that 2+ just means that anyone without one can’t play anymore
So, in Commander, it just means the other two players are timelocked out of the game until one or the other one is either removed or their player defeated. In 2-player, it’s just…normal Magic.
How does this work in edh does it mean only 2 people ever get turns and how do you decide which way they stack if they start triggering on a 3rd players endstep
Triggered abilities are put onto the stack in "Active player, Non-active player" order or APNAP. With APNAP, the active players triggers go onto the stack first followed by the next player in turn order until all the triggers are placed on the stack. That means that the active player's triggers resolve last and that the last player in turn order's triggers resolve first. Let's imagine a game with three players where player 1 passes to player 2, then to 3, then back to 1 (1 > 2 > 3 > 1). In this case if player 1 and 2 both control a leveled lighthouse chronologist during player 3's endstep, player 1's trigger will put on the stack, then player 2's trigger will be put on the stack AFTER causing it to resolve first. Extra turns are handled in LIFO order like the stack so Player 1 will be taking an extra turn first. Then the game will enter the scenario described in the video until one of the lighthouse chronologists is removed and all the granted extra turns have been taken. TLDR: APNAP order means the next player in turn order who controls a leveled lighthouse chronologist will take the next turn and the game will pass between the two lighthouse chronologist players until removed and extra turns are taken.
But what about when one is flashed in on another opponents turn? That ay they both trigger at the same time, do you take turns in priority order? Or opposite since the last one to resolve would be the first to apply?
@@TeaAddict1Since it's a trigger, it would work out that turn order they both trigger, later player in turn order resolves first, which works out that earlier in turn order actually gets the turn next. They'd then take turns between each other but the original extra turn from that turn is remembered for whenever the loop ends
Imagine that happens in a commander match, 2 player are the only people who can play.
Nah the rest of the pod plays a separate game without them
I was just thinking that. So that would effectively lock 2 players out of the game until one of them dies or one of the lighthouses are removed?
@@kylehadley4978unless one of the 2 locked out has some kind of response removal.
@@kylehadley4978sounds like it and i love it 😂😂
That's literally happened to me before, I just went outside to smoke since i wasn't playing anymore
Congratulations! You have successfully created a normal game of magic: the gathering.
but in a four pod, only 2 players get turns
@@fortress61 so... a *standard* game of magic: the gathering
@@fortress61Magic is a two Player Game 😂
@@gamedaiv9168EDH has been around for a pretty long time
Commander format it would cut the other players out the game until one of the others lose
If there are 2 level 7 Lighthouse Chronologists on the Table, the rest of the table has failed already. Also, it would be whichever Chrono was on the Battlefield first, or based on Turn-Order priority.
Yes, but that only matters when it's a players end step that is neither of the players that have the Chronologist, and I think this is referring to a two player format.
@@zed_8599 I could see that. Again, though I think that's scenario where things have gone horribly wrong.
@@zed_8599doesn't this mean that the card is useless in 1v1's, or is the effect different when there is only one? Sorry I'm new as heck to magic
@@royalswordsman4523it means nobody else can take extra turns because you'll get a turn between them
Timestamps aren’t relevant, but APNAP is how you’d resolve these triggers if there were 3 or more players in the game. If players A and B have the Chronologist and it’s player C’s turn, then player B will take an extra turn as they are last in turn order. At the end of their extra turn player A’s Chronologist triggers, giving A an extra turn. From here it repeats as shown in the video :)
The opponents almost always have the priority on most triggers on your turn, Sheoldred made me aware of that.
With extra turns, it's a little more weird. Chronologist only triggers when it's not your turn, but if I were to cast an extra turn spell and you copy it, your spell enters in effect first and mine last, but that makes the next turn mine, since the second extra turn overrides the first one. (You will get your extra tho, just after mine.)
I can think of one thing this would matter for. Medomai the ageless would not be able to attack ever
In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully. If multiple Chronologist's abilities trigger during the same turn, the player whose turn would show up sooner in the natural turn order will get the first extra turn. For example, say Players B and C each control a level 7 Lighthouse Chronologist. Player A takes a turn. The game will proceed like this (with extra turns in brackets): Player A's current turn, [Player B's turn], [Player C's turn], [Player B's turn], [Player C's turn], and so on. Because Players B and C will each add another extra turn after the other player's extra turn, Player A will not take another turn as long as both level 7 Lighthouse Chronologists remain on the battlefield.
Im going to force an opponent to take this in commander and copy it XD
There is a card that reverses the turn order by tapping there is also ways to untap a card at an opponents upkeep letting you pass to an opponent and make them pass too you then pass to an opponent
okay but *what if* it’s commander and 3 players have one? i think that 2 trigger at the same time and whichever resolves second would be the player who gets the extra turn, which would be the next player in turn order (because the final player in priority order’s trigger resolves first), and at the end of that turn the same thing would happen, meaning that 2+ just means that anyone without one can’t play anymore
One of the most fun cards in my Augi D Stax deck 😎
So, in Commander, it just means the other two players are timelocked out of the game until one or the other one is either removed or their player defeated. In 2-player, it’s just…normal Magic.
If me and my opponent both have a level 7 Gyatt, then who mews on the skibidi?
Right, but what about in a three person game? Do we go by timestamps?
One in a commander game I copied an opponents chronologist and were locked the other two out of the game when we leveled them up.
So its like if one person gets superspeed they have an advantage, if they both have superspeed then its normal again
How does this work in edh does it mean only 2 people ever get turns and how do you decide which way they stack if they start triggering on a 3rd players endstep
Triggered abilities are put onto the stack in "Active player, Non-active player" order or APNAP. With APNAP, the active players triggers go onto the stack first followed by the next player in turn order until all the triggers are placed on the stack. That means that the active player's triggers resolve last and that the last player in turn order's triggers resolve first.
Let's imagine a game with three players where player 1 passes to player 2, then to 3, then back to 1 (1 > 2 > 3 > 1). In this case if player 1 and 2 both control a leveled lighthouse chronologist during player 3's endstep, player 1's trigger will put on the stack, then player 2's trigger will be put on the stack AFTER causing it to resolve first. Extra turns are handled in LIFO order like the stack so Player 1 will be taking an extra turn first. Then the game will enter the scenario described in the video until one of the lighthouse chronologists is removed and all the granted extra turns have been taken.
TLDR: APNAP order means the next player in turn order who controls a leveled lighthouse chronologist will take the next turn and the game will pass between the two lighthouse chronologist players until removed and extra turns are taken.
If youre in a 4 pod, congratulations. You get to tell the other two players that they can just leave. They dont get to play anymore.
How does this work in a 4 player commander game. Would have been good to explain
What about the other 2 people do they just have to sit there till they die?
What happens when 4 players have leveled lighthouse chronologists?
In a 4 player pod 2 people just dont exist anymore
Domain expansion
Now we just need some cards that care specifically about it being an extra turn instead of a normal one to make things real silly
Ladies and gentlemen. The Daniel Negreanu of MTG.
That’s a pretty high honor 😂 I appreciate it but def not even close
@@RipPullRepeat totally something the Negreanu of MTG would say. 🤔
Breaking the game so hard that it comes around full circle into a normal game of magic
Normal games of Magic don't have two spectators resting their head in their hands, most likely regretting the last 20 minutes of their lives.
Hey I'm playing this in commander.
Until one of you plays Stranglehold
You just play an extra turn game of magic and the normal turns never happen.
But what about when one is flashed in on another opponents turn? That ay they both trigger at the same time, do you take turns in priority order? Or opposite since the last one to resolve would be the first to apply?
You can't flash them in. The ability is at level 7, and you can only level up at sorcery speed
@@AZDfox it's a theoretical, the situation can happen with something like proliferate.
@@TeaAddict1Since it's a trigger, it would work out that turn order they both trigger, later player in turn order resolves first, which works out that earlier in turn order actually gets the turn next. They'd then take turns between each other but the original extra turn from that turn is remembered for whenever the loop ends
@@TeaAddict1 cannot proliferate counters it doesn't have
@@sablesalt you can actually, levels are tracked by counters despite not ever being stated on a level card.
Ok but what about three
Okay okay hear me out, what if you know nothing about magic but your partner wants you to learn, help-???
Grab a precon and sit with your partner and just slowly work through it together. Take your time talk through plays and just play together 😊
This is how you bully people in commander.
2 wrongs making a right here. Unless u are playing commanders. Then other players are locked out
What about 2 in a 3+ game?
they lock out the other players till one is killed or removed
That's such an awful wording to begin with my god
Who cares if this happens in a real format you and your opponet are bad and if it happens in commander who cares.
Meta zoo L