The tricky part about this is the part about "allowing it to happen." If Whisperwood player says "Go" and the opponent untaps, is the trigger missed? Yes, unless he or she immediately points it out. The most typical action here is untapping permanents, with drawing a card being a close second. But for the most part, it is allowing the opponent to take an action that signals the death of this trigger. Discarding for the turn or ending some turn-based duration effect. There are a few minor things possible for the controller to do that make it clear that the trigger is missed. In fact, just about anything could happen in the End Step with that trigger on the stack. Cracking a fetch in the end step? That's fine. What this means here is that the Whisperwood's controller has until he or she takes an action or he or she allows the opponent to take an action that could not have been possible. You can cast a spell, forget about prowess, but you're okay as long as you remember before the creature deals damage. Prowess is the classic example right now. However, policy now allows for players to have forgotten a trigger as long as they acknowledge it before it becomes relevant to the game. goblin snakes, giant geckos, and a few tribes of faceless stalkers are the primary menaces that dwell in this tangled fen, but persistent rumors of Old Megus the. It is likely that a player who says "Go" with a Whisperwood Elemental in play has forgotten their trigger. The Hambley Farm is nestled at the western edge of the Whisperwood, a forest said to be home to capricious gnomes, pixies, and other fey, but now overshadowed by the closer menace. Normally, a player will pass the turn in some fashion like "Go, make a manifest" or "Ready to go to my End Step." These are pretty clear situations where the player remembers the manifest trigger and is getting ready to take the appropriate action. Where this gets weird with Whisperwood Elemental is that this triggered ability can be on the stack when you pass priority in your End Step. If they don't have anything to do, they can begin their turn. You're giving your opponent one last chance to do something on your turn. Note that the shortcut ends in your End Step, not your opponent's turn. Opponents are assumed to be acting then unless they specify otherwise." "The statement "Go" (and equivalents such as "Your turn" and "Done") offers to keep passing priority until an opponent has priority in the end step. However, this position is contradicted by the official tournament shortcut from the MTR: "Go" passes the turn to your opponent, so clearly you are moving past the point where you should have resolved the trigger without having acknowledged it or taken the physical action.
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