10/1/2009: Punishing Fire's triggered ability triggers only if it's already in your graveyard at the time an opponent gains life. For example, you can cast it in response to a spell or ability that will cause an opponent to gain life. In that case, Punishing Fire will resolve first, so it will be in the graveyard by the time the opponent gains life. However, if you wait until an opponent actually gains life and then cast Punishing Fire, you won't be able to return it to your hand at that time.
10/1/2009: You choose whether to pay {R} as the triggered ability resolves.
10/1/2009: If Punishing Fire has left your graveyard by the time its triggered ability resolves, you may still pay {R}, but you won't return it to your hand. This is true even if Punishing Fire has left your graveyard and returned to it by the time its triggered ability resolves.
10/1/2009: If Elemental Appeal was kicked, it creates a 7/1 token with trample and haste that gets +7/+0 until end of turn. It doesn't create a 14/1 token. This matters in case something copies that token (the copy will be just 7/1), or in case Elemental Appeal is somehow cast during an end step (in which case the +7/+0 lasts just for that turn).
10/1/2009: The landfall ability triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
10/1/2009: When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
10/1/2009: Eternity Vessel's landfall ability cares only about how many charge counters are on it, not what its controller's life total was as it entered the battlefield. The number of charge counters may be changed by other spells and abilities.
10/1/2009: For your life total to become the number of charge counters on Eternity Vessel, you actually gain or lose the necessary amount of life. For example, if your life total is 4 when Eternity Vessel's landfall ability resolves and Eternity Vessel has 12 charge counters on it, the ability will cause you to gain 8 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
10/1/2009: In a Two-Headed Giant game, Eternity Vessel enters the battlefield with a number of charge counters on it equal to its controller's share of the team's life total. (A player's share is considered to be the team's life total divided by two, rounded up.) When its landfall ability resolves, it affects its controller's share of the team's life total, and the team's life total is adjusted by the amount of life the player gains or loses as a result of this ability. Suppose Eternity Vessel has 15 charge counters on it when its landfall ability resolves, and its controller's team has 11 life. That player's share of the life total is 6, which becomes 15, for a net gain of 9 life. The team's life total becomes 20 (11 + 9).
10/1/2009: Intimidate looks at the current colors of a creature that has it. Normally, Halo Hunter can't be blocked except by artifact creatures and/or red creatures. If it's turned white, then it can't be blocked except by artifact creatures and/or white creatures.
10/1/2009: If an attacking creature has intimidate, what colors it is matters only as the defending player declares blockers. Once it's blocked, changing its colors won't change that.
10/1/2009: Halo Hunter's triggered ability isn't optional. When it enters the battlefield, if you're the only player that controls an Angel, you'll have to target an Angel you control.
10/1/2009: This ability triggers on this creature entering the battlefield, so it will enter the battlefield with its unmodified power and toughness, and then receive a +1/+1 counter a short time later. It does not enter the battlefield with the +1/+1 counter already on it.
10/1/2009: Unlike other Allies with similar abilities, Kazuul Warlord's ability lets you put +1/+1 counters on all your Ally creatures, not just itself.
10/1/2009: A spell or ability counters a spell only if it specifically contains the word "counter" in its text. If a spell or ability you control causes all the targets of a spell to become illegal, that spell is countered by the game rules, not the spell or ability you control. For example, if you control Lullmage Mentor and cast Doom Blade to destroy a creature targeted by Giant Growth, you do not get a Merfolk token when the game rules counter Giant Growth.
10/1/2009: Lullmage Mentor's second ability will cause its first ability to trigger.
10/1/2009: Since the second ability doesn't have a tap symbol in its cost, you can tap creatures (including Lullmage Mentor itself) that haven't been under your control since your most recent turn began to pay the cost.