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magic 2010 rules changes
- ChristopherMD
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I'm not sure I'm fully grasping the Combat rule change. Let's say a 1/1 creature attacks and is blocked by another 1/1 creature that has "B: Regenerate". How would this go down exactly? Then the same scenario except the blocker has "Tap: discard to draw a card" instead of regenerate.
Neither of those things will change at *all*. Here's how I've been summing up the rules change to friends who don't know the nitty-gritty Magic rules:
Now, in order for a creature to do combat damage, it has to still BE there.
Basically, that's what the rule says.
So no Boomeranging the creature back to your hand after damage is already assigned, or sacrificing your Mogg Fanatic after damage is assigned. You've got a choice to make now: Boomerang your creature and save it, or have it do its damage? Have your Mogg Fanatic do its combat damage, or sacrifice it?
OH: unless you mean "tap: sacrifice this to draw a card" instead of what you wrote, which was "tap: discard a card to draw a card". In which case yes, you'd either have to sacrifice it for the card before damage is dealt (so it won't hurt the attacker) or not sacrifice it so it can do its damage to the attacker.
Thanks, that's what I thought. And yeah I did mean to write sacrifice. Good catch.
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I always liked the concept of Manaburn. The very idea of drawing too much power that it melts your face was awesome. But I don't even know how todays cards look like, I stopped playing when they announced the new design which I didn't like and by that time I couldn't find enough time to keep on the tournament level.
Btw anyone likes the "new" design? I was pretty dissapointed as I was when they redesigned Jyhad. But maybe I am just being anachronic.
The new design is easier to read, but the old design had so much more flavor and feel to it, I agree. Bubbly black, wooden green...
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That ability as printed says: "Put a 2/1 red Goblin creature token with haste into play. Remove it from the game at end of turn."I found it funny that they state that there goal is to make the game more accessible.
We opened up everything about how we make Magic cards to scrutiny in an attempt to make that set, and the game as a whole, more accessible.
Which them leads them to rewrite the text of a card to say something like this.
Rakdos Guildmage's second ability: : Put a 2/1 red Goblin creature token with haste onto the battlefield. Exile it at the beginning of the next end step.
They have added so much jargon to the game and now they are taking the basics and giving them jargon names to make the game more accessible.
So, the first change (into play --> onto the battlefield) is largely thematic, and actually could make the game more accessible if you had something like a playmat with a big "battlefield" on it--The "play zone" is not as sexy.
The rules about "remove it from the game" are convoluted to say the least. I'm all for "exile" here, as I noted earlier in the thread. It's jargon, but it's jargon you can look up and grasp easily. As noted in TFA, "at end of turn," is a garbage term that lets rules lawyers prey on the less savvy. These are good moves.
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2010 Rules Change Thread 1
ETA: The discussion is now in multiple specific threads, which means the wank is everywhere.
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I would sooner scoop my eyes out with rusty forks than read any of that shit.ETA: The discussion is now in multiple specific threads, which means the wank is everywhere.
I have almost no tolerance for Nerd Rage as it is. But Nerd Rage from Magic players? Forget it; I'd put my arm through my monitor up to about the elbow.
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I would sooner scoop my eyes out with rusty forks than read any of that shit.
But them you miss such bons mots as most people and women are dense. I guess some magic players don't consider women to be people, which explains a great deal.
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1. Change in terminology--don't give a rat's ass. Simplify, if need be. But they're just terms.
2. Mana burn--SUCKS that this is gone. Used to love making decks that forced opponents to mana burn themselves while having outlets of your own to dump excess mana. There were also decks that would deliberately mana burn themselves to accomplish some goal, like Mirror Universe decks. Less cool stuff to play around with = sucks.
3. Damage on the stack--hated this fucking rule since they implemented it. Never made an ounce of sense and led to all kinds of gamey, nonsensical bullshit. Good riddance.
All that's left for them to fix is the "tapped creatures deal no damage" rule. I really liked that rule as it led to strategic decisions. Now? "Screw it, tap him for his ability and still deal damage."
I am so old school, baby.
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I don't really care either way about most of them, but I'm really looking forward to the combat changes. I was refreshing my brother on the basics of the game, and went over the "stack" concept briefly: "You can respond with instants and abilities to any spell or ability... and to combat damage. It's last in, last out, like you remember... but combat damage is 'locked-in' once it is dealt, and it can't be changed even if you respond to it by pumping up creatures or removing them from play. The actual damage dealt in the end will remain the same."
Ugh. I have hated this rule ever since it was first brought in and I'm glad to see it go.
I think I'll miss mana burn, though. Not because it ever came into play, but because the simple fact that mana burn existed made mana seem... more powerful or something. Like it was something to be handled carefully.
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- Black Barney
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Or I might sleep with Bayonetta. Whichever comes first.
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M:TG just came out yesterday on XBLArcade. It's actually way better than I was expecting. It's the first Magic game I've played in 15 years. Good fun. I might buy it.
Or I might sleep with Bayonetta. Whichever comes first.
That Magic game looks great. I loved the old Microprose game. It is a pity that they have gotten rid of the wandering the planes encountering roaming monsters (who force you to play a game of Magic). I have been thinking about getting it.
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- Black Barney
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That microprose game sounds like fun. I like the idea of random encounters. It's only Starter decks though in the XBLArcade version (you can't tweak decks at all. You can add cards (I THINK) but you can't remove anything, nor can you add any extra land.
omg, the preset white deck SUCKS
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You've got rose-colored, uh, mind glasses. Of memory. In your brain. WHATEVER, you misremember this. The rule was that tapped ATTACKERS dealt damage, but tapped BLOCKERS didn't, because, you know... the rules. This was as shitty and gamey as "damage on the stack" tricks, if not even worse.All that's left for them to fix is the "tapped creatures deal no damage" rule. I really liked that rule as it led to strategic decisions. Now? "Screw it, tap him for his ability and still deal damage."
I am so old school, baby.
If you still think Mirror Universe decks are cool, you haven't played in a while. There is some craaaaaazy shit out there in Type 1 (Classic? Vintage?) land nowadays. MU nostalgia is for potzers.
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I understand--but that still doesn't speak the why someone would yearn for the days when tapped creatures that were attacking dealt damage, but tapped blockers didn't; beyond some sense of pure nostalgia for Ye Olden Tymes. Creatures in combat should deal damage. If you think of the game that way, the current rules change makes sense.Okay, I obviously meant tapped defenders, because that would be stupid for tapped attackers to not deal damage. Brain fart on my wording.
Magic 2010: Got a creature there? It deals damage.
Sixth Ed: Did you have a creature there at a particular moment in the recent past? It deals damage.
Jurassic era: Got a creature there? Is it tapped? Is it blocking or attacking? Attacking? It deals damage.
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Btw anyone likes the "new" design? I was pretty dissapointed as I was when they redesigned Jyhad. But maybe I am just being anachronic.
Yes. I like it a lot better then the older design, I find it much easier to read (I hated the font they used on the old design).
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