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Magic-League.com Forums of Magic-League: Free Online tcg playing; casual or tournament play.
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blkaznguy4
Joined: 04 Jun 2005 Posts: 83
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Posted: Tue Jun 09, 2009 9:43 pm Post subject: M10 (Magic 2010) Rule changes. |
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Fuck them.
Good bye Combat Damage Stack ...
Throw away your mogg fanatics everyone
everything else is fine
but this is a game of complex strategies (use your brain?) ... not dumb it down for some crying dipshits. |
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clayparson
Joined: 04 Sep 2004 Posts: 68
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Posted: Tue Jun 09, 2009 10:03 pm Post subject: |
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I too am sad to see combat damage leave the stack, and i have greater misgivings about the limited number of options for attacking players, but these changes won't be that big a deal. People flipped out at the 6th ed. rules change, but everything worked out.
The change so that mana pools empty at end of phases and steps is interesting though.
BUT most importantly, astral slide has some goofy sounding text with the new terminology. |
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FAKE1
Joined: 07 Jun 2009 Posts: 7
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Posted: Tue Jun 09, 2009 10:30 pm Post subject: |
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| Can someone post a link to where i can see these rule changes? |
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gypsy
Joined: 15 Jun 2007 Posts: 1671
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Eldariel Level 3 Judge
Joined: 15 Jun 2006 Posts: 277
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Posted: Tue Jun 09, 2009 11:11 pm Post subject: |
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Gotta learn the fucking game again. For the third time. Well, whatever.
Seriously, I don't get this. Do they really think there are tons of magic players out there without a shop with a proficient judge in it? Seems rather unlikely seeing most shops are run by certified judges... I just don't see what they hope to accomplish with this? Surely the fact that millions already play the game and have learned to play it by the rules in tournaments speaks for the present system being sufficiently simple?
There are a few changes that seem reasonable (I'd count Deathtouch, Lifelink, EOT wordings & possibly the new mulligans as ones), but the removal of manaburn is a bitch, along with the fact that manapool empties between steps. Removes a lot of strategic flexibility from the game, not to mention, manaburn is pretty damn flavourful - removing it seems to go against their general line here.
And Exile is the best word they could come up with for RFG? Really? It doesn't even make any sense most of the time: "I exile all the cards in your graveyard" TF? Also, the Token Ownership; they specifically defended many of their choices as "that doesn't come up that often" - how friggin' often does token ownership come up? Only in casual decks specifically built around the mechanic. Boo-friggin'-whoo, is it really wrong? I mean, who the f cares? All they did was kill some casual decks. Way to go.
I still have no idea how the new "damage dealing" works.
Last edited by Eldariel on Tue Jun 09, 2009 11:28 pm; edited 2 times in total |
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EddDydoo
Joined: 31 Aug 2004 Posts: 35
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Posted: Tue Jun 09, 2009 11:23 pm Post subject: |
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| yeah this shit makes me want to quit |
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ik Level 1 Judge
Joined: 11 Sep 2007 Posts: 335
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Posted: Tue Jun 09, 2009 11:23 pm Post subject: |
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Some of these changes are so fucked up... like multiple instances of lifelink not stacking?  |
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magus
Joined: 21 Mar 2005 Posts: 4
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Posted: Wed Jun 10, 2009 1:19 am Post subject: |
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lifelink's not the fucked up part, combat damage is the fucked up part.
i really do not understand the reasoning behind this change. mogg fanatic is completely worthless now, as a constructed card. so many intricate interactions that made the game fun are now lost. denial is now incomparable to pump spells. call to heel sucks hard now. you can't deal 1 less damage to a creature in order to kill it after combat with a sorcery anymore.
the examples are numerous, and probably worthless at this point. other changes, not that big a deal; maybe some good will come out of them, these combat changes are definitely for the worse. |
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stall_19
Joined: 26 May 2007 Posts: 10
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Posted: Wed Jun 10, 2009 1:54 am Post subject: |
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| With the no mana burn rule Wake Thrasher and Mana Drain sure got much better. |
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Ggerg
Joined: 04 Sep 2005 Posts: 632
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Posted: Wed Jun 10, 2009 2:23 am Post subject: |
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idk what the big fuss is about. if we stop to think about combat not stacking, we find that in rarely matters outside of limited (a situation where you could gain an advantage off of playing something dmg on stack as opposed to after blockers may come up about once in a 9 round constructed tournament unless you're playing a card that got hosed). In limited formats from M10 and forward, wizards will obviously design cards and formats with the new game rules in mind as opposed the old ones. cards like unsummon probably wont see print, and pump spells may be fewer.
the mulligan rule is easily the biggest change, in that it gives a much greater advantage to the person who is playing first and places a much bigger burden on the die roll....
edit: also, for every card that got worse there's another than got better (and the ones that get better get WAY better! dont believe me?: umezawa's jitte wake thrasher and mana drain are a couple that come to mind)
maybe these two actually balance each other out in that you are more likely to be the aggressor, and thus probably profit more from combat damage shenanigans. (i dont actually think this is the case, but i figured i'd trow it out there) |
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Vedrfolner
Joined: 04 Apr 2006 Posts: 2325
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Posted: Wed Jun 10, 2009 2:41 am Post subject: |
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| magus wrote: | you can't deal 1 less damage to a creature in order to kill it after combat with a sorcery anymore.
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Damage still remains after combat yes? |
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golddmaster
Joined: 25 Jul 2008 Posts: 8
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Posted: Wed Jun 10, 2009 2:43 am Post subject: |
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I personally think the changes are great!
They will definately improve the future of magic although seeing cards with the older wording on it will annoy me. |
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nico
Joined: 28 Oct 2003 Posts: 1001
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Posted: Wed Jun 10, 2009 2:56 am Post subject: |
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Vedrfolner: imagine the following situation:
You attack with a 4/4 vanilla. Your opponent blocks with a 3/4 and a 1/4 vanilla. In the current situation you can assign 2 damage to both creatures, your attacking creature dies, and after combat you can play a post-combat pyroclasm to kill both creatures, because they both have 2 damage already.
In thje new situation, you have to assign lethal damage to a creature, and you are not free to choose, so this limits your choices. This means that after combat you will end up with the attacking creature, and one blocking creature dead, and one creature alive with no damage, instead of in the current situation, 2 creatures with 2 damage.
I assume, that it still is possible to play a volcanic fallout after blockers are declared, and when combat damage is assigned, you only need to assign 2 damage to each blocking creature, thus you still get to take out both creatures.
Thing is, by changing the damage assignment step to not using the stack, they make things simpler DURING THAT STEP. This may feel like dumbing things down, but it also opens up things for different strategies. As another poster already mentioned: be sure that wizards are designing cards with the new ruleset in mind already, and it won't surprise me if we see something in M10 already, and more in Zendikar.
In short: yes, things are changing, yes some things will be less complex, but no, I don't think it will kill the game, or even dumb it down completely. Every change will also give opportunity for new strategy and decktypes. |
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LordLink
Joined: 11 Oct 2007 Posts: 79
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Posted: Wed Jun 10, 2009 3:13 am Post subject: |
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I find it amusing that after 6 hours of bitching people still haven't come up with a relevent example other than Mogg Fanatic.
Wizards: Mogg Fanatic is now banned in all constructed formats.
Magic Community: What! Mogg Fanatic is the reason I play magic! I'm going to throw a toaster in my bath now...
Honestly it didn't even see standard play anymore, and wasn't going to get reprinted anyway. =/
Ordering Blockers seems like its adding unnecessary complexities to the game though... |
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MikeL123
Joined: 27 May 2007 Posts: 78
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Posted: Wed Jun 10, 2009 3:14 am Post subject: |
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I actually agree with all of their rule changes except the combat damage ones. The fact that you cannot split non-lethal combat damage (for example, the Pyroclasm example above) is just stupid. As is the removal of putting damage on the stack.
The whole fun of "damage on the stack" is you can have your opponent commit to something, and then if you have tricks you can use them after the opponent has committed to something. Now, I have to freaking use Healing Salve BEFORE COMBAT DAMAGE IS ASSIGNED. Congrats, dumbasses, you've actually managed to make Healing Salve WORSE. |
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