HOW THIS WORKS — RULES

A few quick rules to follow:

Courser’s non-life gaining abilities are static effects does not follow the timing of triggers or use the stack in any way. A land played off the top of your library is indistinguishable from a land played out of the hand, neither can be responded to. A good rule of thumb for revealing the top card: if you’re not actively shuffling your deck and the top card of your library is face-down, reveal it immediately. If you fail to flip, you are misplaying and you don’t even know it.

Tracker clue generation works like this — A land enters the battlefield, either played normally without the stack or as the result of resolving ability (fetch activation). If you activate a fetch, you must pass priority before it resolves, creating an opportunity for you opponent to kill Tracker and prevent you from gaining a clue. A land played from the hand carries no such risk, you are guaranteed to get your Clue trigger. The trigger goes on the stack, resolves, you get the Clue.

Tracker +1/+1 ability works like this — If, for any and all reasons, a Clue you control is sacrificed with a Tracker on your board, this triggered ability goes the stack. Upon resolution, place a +1/+1 counter on Tireless Tracker. The vast majority of the time, you will follow the original design intention of the card, and the sacrifice will be the cost to activate a Clue token. Activate Clue by sacrificing it and paying (2), +1/+1 trigger for the sac, +1/+1 resolves, Clue resolves and you draw your card. But just like “there’s no wrong way to eat a Reese’s”, there’s no wrong way to sac a Clue. More on this in the future…