Stack Trainer
Each scenario plays out a real rules situation step by step — with the actual cards on the stack and battlefield. Before the resolution it's your turn: what happens? Every step links the relevant Comprehensive Rules.
The classic: three spells stacked up. Whoever wins the counter war is decided by the order.
A Bolt loses its target — what happens next is, rules-wise, something entirely different from a Counterspell.
Counterspell on Abrupt Decay: is that even a legal target — and what happens then?
Krosan Grip is on the stack — and suddenly almost nobody is allowed to do anything.
A copy may choose new targets — but it was never cast. That has consequences.
Grapeshot with storm 3 — and your Counterspell only catches a quarter of it.
The Pyromancer dies in response — its damage still arrives.
"In response to the mana!" — rules-wise, that sentence doesn't exist.
The Bolt gets countered — but the Guttersnipe trigger reached the stack first.
Doom Blade against a hexproof Bogle — why the spell doesn't even stay on the stack.
Giant Growth saves your blocker — but only if you hit the right window.
You kill the blocker before damage — and your attacker still hits nothing.
2/2 against 2/2 — and still only one of them dies.
The Hellrider dies instantly — its attack trigger burns you anyway.
Why 1 damage is enough for the blocker — and 5 trample through.
Icy Manipulator against the attacker — but only in the right step.
Two attackers, two defending heads, ONE life total.
+1/+1 meets -1/-1 — and both vanish without anyone being able to react.
Two Krenkos, one problem — and your opponent doesn't even get a say.
Flame Rift takes both players to 0 at once — who wins?
Urborg came later — and still loses. Dependency beats timestamps.
Turn to Frog makes everything a 1/1 — except the counters get a say.
Doubling and adding — the right order turns 6 counters into 8.
The Traveler dies … or does it? Exile instead of graveyard — and no Spirit.
Fireball with X=1 — and suddenly Spell Snare counters it.
Force of Will for 0 mana? Not while Thalia is watching.
The Bolt is flying — and the face-down 2/2 simply turns it around.
Krenko dies — and gets more expensive the second time.
Your opponent still has 19 life — and loses anyway.
The layer endboss: two enchantments, and the answer depends on who arrived first.
Two layer-4 effects on the same land — and this time the clock really does decide.
Clone copies a 6/6 Bear — and enters as a 2/2.
The Bolt is lethal — until it hits the graveyard and grows the Goyf.
All creatures become 2/2s with nothing — but only one of them ever comes back up.
Three -1/-1 counters on the 2/2 Wolf — and undying is left staring.
Everything dies at once — and the dead artist still triggers for everyone. Including himself.
Remove the counter in time — and the Finks simply die again in style.
Humility strips Sower of Temptation's ability — the stolen creature stays stolen anyway.
All creatures are 1/1 — except the land that activated later.
Doubling Season meets Anointed Procession — 3 Goblins become 12.
Skullcrack goes right through your prevention shield — but doesn't use it up.
Anger of the Gods burns the Wolf away — permanently.
The trigger fires twice — but "enters with X counters" isn't a trigger at all.
Fiery Temper leaves your hand — and lands on the stack as 3 damage.
Fireball with X=5 gets copied — and the copy burns just as big.
The old judge answer has become wrong: today the token has both faces.
Cloning a face-down creature — you get a sad, face-up 2/2.
No dependency this time: the Dryad turns Mountains into rainbow lands — if she came later.
The Bears vanish from reality, Rancor and all — and Doom Blade grasps at nothing.
Killing the hunter in response feels right — and exiles your creature forever.
+3/+0 on the switched creature — and the 3 ends up on toughness.
"End the turn" is no Counterspell — it's a black hole for the whole stack.