![world at war world at war](https://static0.cbrimages.com/wordpress/wp-content/uploads/2021/05/Call-of-Duty.jpg)
This is the WaW equivalent to COD4's 'Claymore x2'.Ģx Frag Grenades - Gives the player 3 Fragmentation Grenades instead of one. They are activated when an enemy gets close. This is the in-game equivalent to COD4's 'RPG-7 x2' Perk.Ģx Bouncing Betty - Gives the player 2 'Bouncing Betty' Anti-Personnel mines. This is the in-game equivalent to COD4's 'C4 x2' Perk.Ģx M9A1 Bazooka - Gives the player an M9A1 'Bazooka' Rocket Launcher with 2 rockets. You don’t have to attack with any creatures during the new combat phase.3x Special Grenades - Gives the Player 3 special grenades instead of one, minus smoke grenades.Ģx Satchel Charge - Two remotely detonated charges. All creatures that attacked this turn untap, regardless of which combat phase they attacked in (if there have been more than one) or who controls them (if you’re playing a Two-Headed Giant game, for example). Rather, those creatures untap when the new combat phase created by the spell begins. Unlike other similar cards (such as Relentless Assault), World at War doesn’t untap the creatures that have attacked this turn when it resolves. Each subsequent one inserts another combat phase and main phase into the turn after the original postcombat main phase and before the newest combat phase. The first one modifies the turn structure to this: beginning phase, precombat main phase, combat phase, postcombat main phase,, , ending phase. Multiple World at War effects are cumulative, as long as they’re cast early enough. For example, if one World at War creates a second combat phase and a third main phase in a turn, then a second World at War is cast during that third main phase, no additional phases are created. If, however, it’s cast later than that, it won’t create any new phases. That will happen in most cases, since it’s a sorcery (meaning it’s probably cast during the first or second main phase of a turn), and it has rebound (meaning it’ll be cast during your upkeep).
#World at war full#
It won’t go back to exile.Īs long as World at War resolves before the first postcombat main phase of a turn ends, it will have its full effect. If you cast a card from exile this way, it will go to your graveyard when it resolves, fails to resolve, or is countered.
![world at war world at war](https://static1.srcdn.com/wordpress/wp-content/uploads/2021/09/Call-Of-Duty--Vanguard-Is-The-World-At-War-Sequel-We-Never-Got.jpg)
The same is true if the ability is countered (due to Stifle, perhaps). The card remains exiled for the rest of the game, and you won’t get another chance to cast the card. If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. Other restrictions are not (such as the one from Rule of Law). Timing restrictions based on the card’s type (if it’s a sorcery) are ignored. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Effects that care about cards being put into your graveyard won’t do anything.Īt the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. Rather, it’s exiled directly from the stack. If you cast a spell with rebound from your hand and it resolves, it isn’t put into your graveyard. Rebound will have no effect on copies of spells because you don’t cast them from your hand. If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel). If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent’s hand due to Sen Triplets), rebound won’t have any effect. You won’t get to cast it again next turn. The spell is simply put into your graveyard. If a spell with rebound that you cast from your hand doesn’t resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect.