Fair warning to my fellow Magic: The Gathering players: On 11JUL09, the rules change (simultaneous with the pre-release of the new “Magic 2010″ core set, which is not the “tenth edition”, despite its misleading set icon). A quick summary of the rule changes follows:
1. Simultaneous Mulligans: Its name says it, and, honestly, most people will not notice.
2A. Battlefield: The “in-play” zone is now called the “battlefield”. Fine. Wizards has been reducing multi-word effects, abilities, and/or descriptions to one word or phrase for years now (see “deathtouch”, “shroud”, “haste”, etc.). Nothing new here.
2B. Cast, Play, Activate: Spells are cast, lands are played, and activated abilities are, well, activated. For us old players, this is actually a return to the way things were.
2C. Exile: Any card that would be “removed from game” is now, instead, “exiled”. This is only relevant for those few cards that allow you to manipulate cards “outside the game” – those rare cards can no longer affect “exiled” cards.
2D. Beginning of the End Step: Interestingly, “at end of turn” and “until end of turn” effects did not resolve simultaneously before this change. The end step is just like any other Magic step (untap/upkeep/draw, etc.), and the former category actually resolved at the beginning of that step, while the latter resolved at the end of the step, and thus the end of your turn. Now, the former is being rephrased to “at the beginning of the end step”. I guess that makes it more clear.
3A. Mana Pools Emptying: Mana pools now empty completely between every phase and step – no more carrying mana from upkeep to draw, no more carrying mana between declare attackers and declare blockers. It probably should have been this way the entire time.
3B. Mana Burn Eliminated: As in gone. If I really wanted to, I could drop a Swamp on my first turn, play a Diabolic Ritual, and then play a Foul Imp, and that extra mana floating around would not hurt me, but would just go away. I am sorry, but this rule-change is gorramed stupid, and I get the feeling they are going to regret it. Counting is part of the game, and if you are incapable of actually doing 1+1 addition, then you need to learn, and strategize appropriately.
4. Token Ownership: Unless you were a power-player, or a real stickler for the rules and ways to exploit them, you will not notice this one.
5. Combat Damage No Longer Uses the Stack: So, this one looks all complicated and stuff, but here is the basic, boiled-down definition: Mogg Fanatics can no longer kill two 1/1s on their way to the afterlife, and you cannot Unsummon a creature after it deals its damage. Attackers are declared. Spells and abilities can be played. Shiny. Blockers are declared, with the addition that if an attacking creature is blocked by more than one creature, the attacker can numerically order those creatures as he or she deems. Now is your last opportunity to play all stack-based abilities, spells, and whatnot. Shiny. Combat damage is assigned, and if things die, things die, and nothing stack-based can save them. While this ruins the utility of Mogg Fanatics and Unsummons and other similar cards, my biggest concern does not revolve around them, but rather how damage is assigned: Wizards says, “”lethal damage” is the amount of damage necessary for a creature to be destroyed, ignoring all abilities and damage prevention effects,” and that you only need to assign, at minimum, “lethal damage” to the first creature blocking an attacking creature, before moving on to the second blocker, if there is one. If the attacking creature is green, and the blocking creature is a 2/2 with “Protection from green”, you only need to assign 2 damage to it. So what happens with trample? If the attacking creature is a 10/10, does the other 8 damage roll onto the player? We have been playing, and I am fairly sure that it is right, that the pro-green creature absorbed all 10 damage, since it never actually took damage. But now? Now I am not so sure. As for the rule-change in general, just remember that if you are going to regenerate a creature (or do some other thing to buff/save it), you have to do it before damage is dealt.
6. Deathtouch: This rule-change was basically precipitated by the previous one, and allows creatures with Deathtouch to assign their damage however they see fit, regardless of the “must assign lethal damage to the first blocker, before moving to the second blocker” clause of the previous rule-change. Also, since Wizards changed the description for “Regeneration” since the last time I looked (Regeneration now reads: “The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.”), all you need to do is regenerate a creature once to have it survive Deathtouch (or lethal damage), but in accordance with the previous change, this has to happen before damage is dealt. In most cases, the vast majority of players will not notice the difference, apart from the way damage is assigned under the previous rule-change.
7. Lifelink: Honestly, we have been playing the way the rule proposes to change the scenario anywise, so I guess we will not notice a difference. And I do not really understand or care about the difference, so go read about it yourself if you do.
All said, all of the rule changes basically boil down to Wizards identifying where confusion about the rules exists, and rather than making people actually learn the rules, they are simply changing the rules to agree with those who were not playing with the old ones. While some of those old rules were confusing and potentially quite exploitable, if Wizards had explained that they were changing the rules because of those reasons, I would have no significant complaints. However, changing the rules simply because people are not obeying them? Yeah, that is… what is the word… stupid.
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Hey, now I can subscribe to comments!
Last time I played M:TG was probably 15 years ago: Ice Age, Fallen Empires, The Dark… around that time. Awesome game. It’s cool to see it still going strong.
Correction – you should be able to. I have not yet tested it, but you are more than welcome to be the gerbil
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The game is still going quite strong, despite some hiccups in the past, and Wizards is definitely milking it for all the money they can – new sets come out every three months like clockwork, rendering old cards illegitimate for “Type 2″ tournaments within 9-12 months. Expensive game to keep up with, but Better Half and I just play for fun, with all the cards we have, regardless of the cycle.
If, however, you find that your old cards are taking up some space that could be better used by something else (assuming you still have them), I might be able to find a good home for them…
Subscribing seems to be working, tho while the checkbox for “remember personal info” always remains checked (and my info retained), the “subscribe” checkbox isn’t retained… not sure if that’s a bug or a feature. Anyway….
Yeah, I’ve noticed that about how WotC/TSR works… they know what makes the money, so keep churning out the cards, keep updating the rules/tournaments to obsolete the old cards. In a way tho, that’s cool because it keeps the playing field level for everyone, not just card hoarders with lots of money.
I got into it back in grad school and our little group would have fun with “sealed deck” nights at times. It was great when Ice Age first came out. We’d go to the store and buy 1 full deck of Ice Age and 2 booster packs. After classes were over, we’d get together that evening and open our packs there in front of each other (tho we wouldn’t show/share the cards… let the surprise be part of it), formulating decks out of whatever we came across. We’d also play for ante. It was a lot of fun, challenging. We’d use the decks for a while, then eventually retire them to our main collection and buy new packs and start over. Good fun.
I still have all my cards and have tried to get friends and family to play. Just play with the cards we have, by the rules we have. But no one wants to play. Yes, I’ve also thought about selling them but I guess I keep a hope alive that the kiddos may want to start… later.
The “remmeber personal info” checkbox is a byproduct of the cookie that actually does the remembering. The “subscribe” checkbox is currently hardcoded to “off” (simply because I do not subscribe), but once I figure out how to bake my own electronic cookies, I will see what I can do about making that dynamic as well. (UPDATE: And, after looking at it, I have no idea. I would think that just subscribing to one comment would be sufficient for the entire thread, though… not sure. Will figure something out.)
I certainly do not blame WOTC for doing their best to make money, but it is somewhat annoying to keep up with sometimes. I would also allege that the game is still dominated by those who can spend copious amounts of money on it – the only difference is they have to spend more money in less amounts of time, and more frequently.
Better Half and I definitely prefer sealed-deck games, because then you can absolutely guarantee that everyone is on the same playing field. We go to prereleases whenever we get the chance – by the by, 11th edition’s prerelease events are the 11th of this month.
We were lucky about players, in that I was able to get Better Half interested, and we found a fellow player at work. But, yeah, if those cards ever need a new home…
The bottom line with the game: play it to have fun YOUR way. If you like to chase all the latest stuff? it’s your money to spend. If you just want to have a little fun with friends, do that.
It’s a fun game tho. A “chess” for a new generation in so many ways.
Oh, absolutely, but it still sucks to lose all the time simply because someone could out-buy you
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bringing the beat-down
Better Half and I made it out to another pre-release event this past weekend, this time for the 11th Edition of Magic (otherwise referred to as “Magic 2010″). The Editions (or “Core Sets”, as they are also commonly known) are…