TheManaDrain.com
September 23, 2025, 06:22:50 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: 1 2 [3] 4 5 6
  Print  
Author Topic: Major Rules Changes Announced!!!  (Read 47891 times)
kkoie
Basic User
**
Posts: 67


View Profile Email
« Reply #60 on: June 10, 2009, 02:43:02 pm »

So if I have Serum Powder in my hand and I choose to mulligan, do I have to announce whether I am using Serum Powder to mulligan?
Well when you read Serum Powder, it says
Quote
Any time you could mulligan and Serum Powder is in your hand, you may remove your hand from the game, then draw that many cards

So one could argue that you wouldn't activate serum powders mulligan-replacement effect until the resolution phase.

Of course I'm no judge, so I could be wrong.
Logged
DubDub
Full Members
Basic User
***
Posts: 1392



View Profile Email
« Reply #61 on: June 10, 2009, 03:01:43 pm »

So if I have Serum Powder in my hand and I choose to mulligan, do I have to announce whether I am using Serum Powder to mulligan?
Well when you read Serum Powder, it says
Quote
Any time you could mulligan and Serum Powder is in your hand, you may remove your hand from the game, then draw that many cards

So one could argue that you wouldn't activate serum powders mulligan-replacement effect until the resolution phase.

Of course I'm no judge, so I could be wrong.

Actually, I would take it the other way.  We'll have to see what the updated oracle says, but I would think that any/all Serum Powder effects would take place before each announcement of keep or mulligan.  Once you've made the mulligan annoucement you're locked in, so doing Serum powder during resolution doesn't make sense: you resove the serum powder and then still mulligan as you had committed to?  I too am not a judge, but here's an updated guess at the process:

1. Person on the play resolves any/all Serum Powder effects, then announces keep or mulligan.  Proceed to step 2.
2. 'Next' player resolves any/all Serum Powder effects, then announces.  Repeat this step until all players have made an announcement, then proceed to step 3.
3. If a non-zero number of players announced mulligan, then all players who announced mulligan resolve that choice and proceed to step 4.  Otherwise proceed to step 6.
4. 'First' person to have taken a mulligan in the last round resolves any/all Serum Powder effects, then makes their announcement for this round.  Proceed to step 5.
5. 'Next' person to have taken a mulligan in the last round resolves any/all Serum Powder effects, then makes their announcement for this round.  Repeat this step until all players who took a mulligan last round have made an announcement then proceed to step 3.
6.  BEGIN.


I think that makes the most sense, but given what they've done to combat it could certainly look completely different.
Logged

Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
Akuma
Full Members
Basic User
***
Posts: 226


gconedera
View Profile
« Reply #62 on: June 10, 2009, 05:33:04 pm »

Most of the changes are just "meh". The combat damage one is the only one that irks me a bit, since all of the "tricks" are gone.

Something all of you have failed to realize is that Su-Chi is now a badass!!! Expect it to be restricted soon, your puny Morphlings will no longer be able to stop me  Twisted Evil
Logged

"Expect my visit when the darkness comes. The night I think is best for hiding all."

Restrictions - "It is the scrub's way out"
Matt
Post like a butterfly, Mod like a bee.
Adepts
Basic User
****
Posts: 2297


King of the Jews!


View Profile
« Reply #63 on: June 10, 2009, 06:05:01 pm »

Quote
So, thx Wizard for this change in rules, which doesn't bother Standard,
Are you kidding? These rules impact standard a fuckton more than vintage. Have you never heard, "Combat damage on the stack"?

RIP Eladamri's Vineyard, though.

Quote
I wonder if the 6th ed. changes had a similar effect on people.
Uh, that would be...yes.

Quote
the Wish change is a huge slap in the face. 
Did it also throw you under the bus? ;D

I wonder how Suspend is going to be justified, on flavor...heh.

I think a lot of people are confusing "skill" with "memorizing the rules." They're not really the same, even if you prefer that people who are good at the latter win more.

I'll probably wind up saying "the field." I wish they'd picked it, it makes a lot more sense on stuff like Rampant Growth and other non-creature cards.

Quote
"Buried," for example.  Why did they ever get rid of that word?  Now I can never remember which cards Destroy and which ones Destroy and That Creature Cannot be Regenerated.
Are you serious? Here's a hint: read the card, it will tell you if they can't regenerate! Also, "Darksteel Colossus is indestructible and can't be buried" just doesn't have the same ring to it.

Quote
your puny Morphlings will no longer be able to stop me
Especially since they can't put damage on the stack and then pump toughness...;D
Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
MrsGamura
Basic User
**
Posts: 3


View Profile Email
« Reply #64 on: June 10, 2009, 06:41:26 pm »

Combat damage no longer using the Stack Seems more complicated now. Because you have to figure out what you oppenent may have in their hand and what order you want to block with your creatures. I'll terror your creature in respones to you unsomming it after damage was on the stack (gone) casting gaint growth on your first blocker, have a low defense high power blocker as your last creature (now), etc but does make having an army of little guys better at killing a big guy!

Every thing else they changed seems good... but are there now two removed from game zones Exhiled and Side Board?
Logged
SiegeX
Basic User
**
Posts: 209


I'm attacking the darkness!


View Profile
« Reply #65 on: June 10, 2009, 07:53:44 pm »

If their gripe was that it was it was too confusing and flavor-warping for a creature not in play to still do combat damage, then why not specifically address that problem?  What they have done here is thrown the baby out with the bath water.  Sure, combat damage no longer using the stack solves the problem, but it eliminates techy combat tricks and just look at the work-arounds they had to introduce to not hose the likes of prevention spells or deathtouch.  If you want to talk flavor, when was the last time you saw somebody get jumped by a group of guys only to have the attackers wait in a single file line while you beat face one at a time in order?

I'd like an honest to goodness response on why the following addition to rule 419.8: Sources of Damage doesn't solve the problem elegantly, or at the very least considerably less game warping than what we are about to endure.

419.8c:  Combat damage from creatures not on the battlefield is reduced to 0

« Last Edit: June 10, 2009, 08:06:55 pm by SiegeX » Logged
Clint_NZ
Basic User
**
Posts: 40



View Profile
« Reply #66 on: June 10, 2009, 08:31:10 pm »

If you want to talk flavor, when was the last time you saw somebody get jumped by a group of guys only to have the attackers wait in a single file line while you beat face one at a time in order?

The last Steven Seagal movie???

Which is probably liked as much as this new damage rule
Logged

Anyone Can Quit Smoking... It Takes A Real Man To Beat Cancer.
Ramses
Basic User
**
Posts: 7


View Profile Email
« Reply #67 on: June 10, 2009, 09:02:36 pm »

Some of you are confusing intent with side effect.  The entire PURPOSE of the combat change was to eliminate the stack with regards to combat damage.  The fact that creatures not on the battlefield no longer deal damage is a side effect of this change.  It doesn't make any sense to come up with other ways this effect could have been accomplished.  This effect wasn't their goal.

Overall I think I approve.  It removes some combat tricks we used to use, and consequently makes some cards slightly less good, but the competitive players will learn to cope.  And every time I try using these tricks in semi-casual environments, I spend five minutes explaining to my opponent why this works.  I think it makes things a little cleaner when dealing with people who don't have the rule book memorized, and those who do will still know what's going on.  I admit that I really miss morphling tricks...

I remember whining in 6ed, complaining that they were ruining our game.  And now I believe that the vast majority of the 6ed rule changes were quite positive.  I'm willing to give WotC the benefit of the doubt here.
Logged
Wise
Basic User
**
Posts: 62


piejesus@hotmail.com
View Profile
« Reply #68 on: June 10, 2009, 09:17:11 pm »

Can some one tell me how Ninjutsu works under the new Combat Rules?
Logged

"Who needs sexual intercourse when I have MTG?! I mean, this Giant of Azeraz has a 4 / 6, trample, and swamp walk."
Zombie Shakespeare
Basic User
**
Posts: 146


Is this the end of Zombie Shakespeare?

SkullCatapult cullencox
View Profile
« Reply #69 on: June 10, 2009, 09:49:20 pm »

Can some one tell me how Ninjutsu works under the new Combat Rules?
There's no change to the way Ninjutsu works under the new system.
Logged

"My fellow Americans, as a lad I dreamed of being a baseball. But now I say we must move forward not backward. Upward not forward. And always twirling, twirling, twirling towards freedom." 
- Kodos.
Citizen Kang - Treehouse of Terror VII
VagrantLest
Basic User
**
Posts: 5


View Profile Email
« Reply #70 on: June 10, 2009, 10:36:13 pm »


Quote
I wonder if the 6th ed. changes had a similar effect on people.
Uh, that would be...yes.



Just want to say that it is obvious in your second example that that guy just didn't understand the changes.
Logged
Vegeta2711
Bouken Desho Desho?
Full Members
Basic User
***
Posts: 1734


Nyah!

Silky172
View Profile WWW
« Reply #71 on: June 10, 2009, 10:41:05 pm »

Some of you are confusing intent with side effect.  The entire PURPOSE of the combat change was to eliminate the stack with regards to combat damage.  The fact that creatures not on the battlefield no longer deal damage is a side effect of this change.  It doesn't make any sense to come up with other ways this effect could have been accomplished.  This effect wasn't their goal.

Overall I think I approve.  It removes some combat tricks we used to use, and consequently makes some cards slightly less good, but the competitive players will learn to cope.  And every time I try using these tricks in semi-casual environments, I spend five minutes explaining to my opponent why this works.  I think it makes things a little cleaner when dealing with people who don't have the rule book memorized, and those who do will still know what's going on.  I admit that I really miss morphling tricks...

I remember whining in 6ed, complaining that they were ruining our game.  And now I believe that the vast majority of the 6ed rule changes were quite positive.  I'm willing to give WotC the benefit of the doubt here.

It absolutely destroys bounce effects for limited, trashes a lot of pump effects / spells and makes a good number of sacrifice cards complete garbage. Slightly less good is a ridiculous statement from someone who doesn't play much in the way of formats where combat is relevant. :/
Logged

Team Reflection

www.vegeta2711.deviantart.com - My art stuff!
Wise
Basic User
**
Posts: 62


piejesus@hotmail.com
View Profile
« Reply #72 on: June 10, 2009, 10:51:54 pm »

okay yea your right, I was playing it off as normal, but for some reason felt that I shouldn't be allowed to cast it or use the alternate cost via the new rule set, thanks Smile
Logged

"Who needs sexual intercourse when I have MTG?! I mean, this Giant of Azeraz has a 4 / 6, trample, and swamp walk."
TracerBullet
Full Members
Basic User
***
Posts: 577


TracerBullet1000
View Profile Email
« Reply #73 on: June 10, 2009, 10:55:59 pm »

Some of you are confusing intent with side effect.  The entire PURPOSE of the combat change was to eliminate the stack with regards to combat damage.  The fact that creatures not on the battlefield no longer deal damage is a side effect of this change.  It doesn't make any sense to come up with other ways this effect could have been accomplished.  This effect wasn't their goal.

Overall I think I approve.  It removes some combat tricks we used to use, and consequently makes some cards slightly less good, but the competitive players will learn to cope.  And every time I try using these tricks in semi-casual environments, I spend five minutes explaining to my opponent why this works.  I think it makes things a little cleaner when dealing with people who don't have the rule book memorized, and those who do will still know what's going on.  I admit that I really miss morphling tricks...

I remember whining in 6ed, complaining that they were ruining our game.  And now I believe that the vast majority of the 6ed rule changes were quite positive.  I'm willing to give WotC the benefit of the doubt here.

It absolutely destroys bounce effects for limited, trashes a lot of pump effects / spells and makes a good number of sacrifice cards complete garbage. Slightly less good is a ridiculous statement from someone who doesn't play much in the way of formats where combat is relevant. :/

I think the biggest issue at hand is the change of something that, quite simply, worked.

6th edition rules have been in effect for nearly 10 years now, and (probably) half the cards in the game were designed with these rules in mind.  Any time you change basic functionality on a whole ream of cards, you're going to

1: Fuck the functionality of some of those cards

and

2: Piss people off who like those cards/like status quo


I don't see the need for this change.
Logged

The room is on fire, and she's fixin' her hair...
thejinhong
Basic User
**
Posts: 42



View Profile Email
« Reply #74 on: June 10, 2009, 11:18:14 pm »

I'm gonna need my playgroup to personally tutor me on these new changes.  Also, Pat, when you gonna drop by UCLA for some casual multiplayer and Vintage games?
Logged

King of Collector's Edition,

Can't stop, addicted to the shindig
LotusHead
Full Members
Basic User
***
Posts: 2785


Team Vacaville


View Profile
« Reply #75 on: June 10, 2009, 11:48:34 pm »

I personally look forward to the changes, even if it means having to re-learn the tricks of the trade.

I still have to find out if old tricks (like cracking Memory Jar at EOT still works), but I remember being traumatized when someone blocked with their Prodigal Sorceror, tapped to ping another dude, got it's combat damage in, AND got sacrificed to Ashnod's Alter or something similar.

It WILL however make playing on MWS a probably nightmare for months to come.
Logged

Matt
Post like a butterfly, Mod like a bee.
Adepts
Basic User
****
Posts: 2297


King of the Jews!


View Profile
« Reply #76 on: June 11, 2009, 12:30:26 am »

It WILL however make playing on MWS a probably nightmare for months to come.
THIS JUST IN: MWS PLAYERS DON'T KNOW THE RULES! MORE AS THIS STORY DEVELOPS!
 Wink
Heh.

Dammit, this makes The Rock (Phyrexian Plaguelord) a lot worse, which makes my black/red token deck a lot worse. Also, Goblin Bombardment. And Lyzolda. Frowntown!

On the other hand...this photoshop is hilarious:


« Last Edit: June 11, 2009, 12:46:10 am by Matt » Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
InfectedMushroom
Basic User
**
Posts: 215


ChrisF9800@hotmail.com
View Profile Email
« Reply #77 on: June 11, 2009, 12:54:37 am »

I really don't like the changes to mana burn. It really removes a lot of the skill and thought process when using Mana Drain. Being low on life and risking draining that spell with no sinks, hoping for a topdeck to save you made for a lot more interesting games. Those moments are what make Magic fun and interesting for me personally. It's just encouraging poor resource management and planning. I do somewhat agree with the floating mana from your upkeep to your draw step seemed to not make sense, but is it really hard to remember one more sentence that says that?

Eliminating the combat tricks is also not something I'm a fan of. If someone isn't willing to take some time to practice and learn how the stack works both in and out of combat, how can they ever expect to be good? I'm not a Type 2 player really, but it just doesn't make sense to have those blockers line up and wait to get smashed in the face. This really dumbs down Magic in my eyes. We have all been in those situations where combat tricks have made for some amazing comebacks, or the kill. I don't mind losing to those sort of "OMG" plays because I have another great memory playing and my opponent and I can have some fun talking about it. It's just becoming an "assembly line" process to me.

I have been playing for some time and think the rules are fine now. I do like the mulligan change though, and we all know time can quickly become a problem in tournaments.

I always saw Pokemon and Yu-Gi-Oh as the "starter" games to get the younger kids involved in CCGs, now it seems like Magic is becoming more and more like those games. Magic is inherently complex yes, but it's not really that hard to grasp if you really want to learn to play. Is it that the newer generations are more afraid to use their brains to rationally think out situations?
Logged

“Who is the happier man, he who has braved the storm of life and lived or he who has stayed securely on shore and merely existed?”
LotusHead
Full Members
Basic User
***
Posts: 2785


Team Vacaville


View Profile
« Reply #78 on: June 11, 2009, 01:29:33 am »

I would hazzard a guess that if there are say 1,000 rules-informed tourney competent players (as far as rules and strategy are concerty), there are 10,000 casual players who sometimes meet with the tourney players, but live in their own Magic Meta.

When I visit my folks in Utah, my brother in-law plays Magic, and his local shop drafts 4 packs (whatever they have in stock), so they can make better decks.  My efforts to Tourney-ize them are futile, but some of them do know the rules like tourney players do.

I applaud WOTC's decision to (uh...) streamline the rules to placate the masses (I survived Trinisphere's restrictions), but it does mean that all of us might adjust.

I could be wrong, but WOTC needs a business model that works (and making rules understandable to the masses is part of that).

That doesn't mean these new rules are NOOB rules, just the new/current rules.  I too faced shock at the 6th ed changes after dropping out for a few years.   I will adjust and so can TMD and Vintage. 

But will LSV? Smile

Logged

God_Campbell
Basic User
**
Posts: 208


I like 3 things; Beer, Women and Pimp Cards

god_campbell69@hotmail.com
View Profile WWW Email
« Reply #79 on: June 11, 2009, 03:12:06 am »

I am looking forward to these changes, I don't really care for the new shift for creature combat, but I will gladly learn as will all of us if we want to be able to be the best we can be.

This should be a fun vintage champs for sure!
Logged

"To me, T2 and extended are like a bicycle race, Legacy is like dirt-bike racing, and vintage is like high performance turbo-bike racing where everyone has samurai swords." - Harlequin
lplaat
Basic User
**
Posts: 22


View Profile
« Reply #80 on: June 11, 2009, 03:20:44 am »

I agree with most said:

1. Manaburn is a useful rule. Would you rather use your sol ring for your brass man, taking 1 mana burn. Or would you rather use 1 of your 2 islands, thereby not taking manaburn but not having enough mana to counter? Taking away manaburn indeed is significant.

I personally enjoyed my eladamri's vineyard - mindslicer deck. That's no longer working under the new rules either. I think loads of players make decks like this.

2. "the battlefield" etc. I personally don't really care about the name, BUT instead of making the game easier for new players it makes it more difficult. Now they have to learn both "enter the battlefield" and some 1.000's of cards with "come into play" effects that already exist.

cheers,
lplaat
Logged
Random Noob
Basic User
**
Posts: 174


x=0˛


View Profile
« Reply #81 on: June 11, 2009, 06:27:34 am »

If I understand right so far, Master Transmuter and Triskelion are really hurt too. You can't kill a */7 with a Trike when blocking or do *blinky* tricks with the Master Transmuter.

Man I'm very sad.
Logged
Diakonov
Full Members
Basic User
***
Posts: 758


Hey Now


View Profile
« Reply #82 on: June 11, 2009, 07:58:36 am »


Quote
"Buried," for example.  Why did they ever get rid of that word?  Now I can never remember which cards Destroy and which ones Destroy and That Creature Cannot be Regenerated.
Are you serious? Here's a hint: read the card, it will tell you if they can't regenerate! Also, "Darksteel Colossus is indestructible and can't be buried" just doesn't have the same ring to it.

Ahh, I didn't intend for that to be a controversial statement...I was just trying to say that there are a ton of cards that destroy creatures, and using the word Bury often used to help me remember which ones do what.  In particular, I mean cards that I don't see very often, like Putrefy or Mortify or Vindicate.  Also, if buried meant destroy and cannot regenerate, you would not need to reword Colossus.
Logged

VINTAGE CONSOLES
VINTAGE MAGIC
VINTAGE JACKETS

Team Hadley

Darkenslight
Basic User
**
Posts: 314


View Profile Email
« Reply #83 on: June 11, 2009, 08:20:02 am »

At the very least it is orders of magnitude more intuitive than 1) ordering creatures who take simultaneous damage 2) not assigning damage to creature N+1 until creature N has lethal 3) forgetting #1 and #2 when you are blocking with a creature that has deathtouch.

#1 is a big thing for me. If I want my creature to thrash about in combat and deal enough to each blocking creature so that I can Pyroclasm away their guys post combat, I should be able to do that. Now I've got a ticket dispenser and everyone politely gets in line to get whacked.



Think of it more as the creature attacking has to run a gauntlet to get to your opposing 'Walker.  Then compare this to trample as written.  I don't see a problem,though it will need some getting used to.  The concept is sound; it just removes the phrase, "Damage on the stack...".

I wouldn't call that a bad change.
Logged
FlyFlySideOfFry
Full Members
Basic User
***
Posts: 412



View Profile
« Reply #84 on: June 11, 2009, 09:52:53 am »

When I read this thing I did a triple take when I realized the date on the callender wasn't April 1. I mean some of the stuff makes sense but the rest is just wtf with even stupider reasoning.

Quote
To figure out exactly where the problems were, we got into the mind of the casual player—not the player knee-deep in regular sanctioned play or Magic Online, but rather the one who plays our game at home, at school, or at the small local shop. We drew upon our own experiences and those of our co-workers. We ran focus tests. We went out in the field and played against such players—players who love, love, love Magic but don't have the need or desire to devote themselves to learning all the ins and outs of the rules.

I thought this was a joke at first. "Rather than try to please those that spend thousands of dollars a year each on our product we went out to find 7-year olds who crack a pack a month to see what they want." WTF? I mean clearly those people that can't be bothered to learn the rules or even spend money/time playing in tournaments are the ones that love magic, not the people that will go without eating for a week if it means they get to go to a major tournament. Do they honestly think that those players who don't play competatively even give half a shit that they're changing the rules? Those that aren't going to play in tournaments, WON'T. ITS THAT SIMPLE. THOSE THAT WANT TO, WILL LEARN. PEOPLE WHO PLAY CASUALLY WILL ALWAYS HAVE TO LEARN NEW THINGS TO PLAY COMPETATIVELY UNLESS THE GAME IS DESIGNED BY A 4-YEAR OLD. LOOK AT PRETTY MUCH ANY GAME/SPORT/HOBBY.

1) Simultaneous Mulligans
Good. Wasting time in tournaments is the last thing you want to do and mulligans can eat up a few minutes. On the other hand, mulligans are the first time you get to have a showdown with your opponent. The first chance to JMT (Jedi Mind Trick) your opponent comes here. I've kept many a borderline hand (something that could likely be mulled better even with 1 less card overall) when playing first just to psyche my opponent into thinking my 7 is better. Clearly dumbing down magic a bit, but they clearly give a logical reason. Maybe this won't be as bad as I think.

2) Terminology Changes
Oh. My. God.
2A) Battlefield
Quote
The Fix: The in-play zone is renamed the "battlefield," which brings it in line with other flavorful zone names like "graveyard" and "library." Permanents now "enter the battlefield" or are "put onto the battlefield" as opposed to "come into play" or "put into play."
OK, OK. I'll hand it to them. Battlefield isn't that bad. Sure it is a gay name, but from a simpleton's point of view stuff like Disenchant "destroys" an enchantment or artifact just like Stone Rain "destroys" a land. You can argue that it is more or less a battlefield between spells and resources. Not to mention obvious creature interactions.
2B) Cast, Play, and Activate
Alright so far so good I guess. I mean "cast" is certainly more flavorful and simple than "play". Thumbs up.
2C) Exile
Oh man they're really thinning out card space. I like it. Exile sounds so cool. Whats that you say? FoW makes me Exile a blue card? But that makes no sense. I thought Exile just affected permanents. I mean I can understand Exiling permanents. You're sort of banishing them. Wait what? They added a new zone? But why? Exile-zone? That sounds gay as hell. Removed-from-game zone still makes more sense if it affects spells also. Wait wtf? Do wishes work now? No? They're useless you say? Oh the sideboard. But wishes are already barely playable and they definitely kick ass flavorfully, so why cut their balls off? Oh to please the nerds who can't get lost in the fantasy if it isn't perfectly fantastical and magical. I see...
2D) Beginning of the End Step
You guys cracked your heads together for months to add the words "end step" on cards? Everybody already treated it this way so all you did was make it official. Congrats I guess.

3) Mana Pools and Mana Burn
I thought this was a rumor. It sounded way too stupid to possibly be real.
3A) Mana Pools Emptying
Quote
The Reality: Many players can't clearly distinguish between phases and steps. The fact that mana remains in pools from step to step but not phase to phase is arbitrary. The concept of floating mana from step to step is hard to understand. Mana pools, in general, should be empty most of the time that players pass priority for ease of keeping track of the game state.
Yes, and many people think eating their own poo makes them the Queen of France. We call those people idiots and generally ignore them. That is how the world works.
Quote
The Fix: Mana pools now empty at the end of each step and phase, which means mana can no longer be floated from the upkeep to the draw step, nor from the declare attackers step to the declare blockers step of combat.
Equally as arbitrary as end of phase so I don't really care. Your reasoning scares the hell out of me though.
3B) Mana Burn Eliminated
Quote
The Reality: Many players aren't aware of the existence of mana burn as a game concept. Discovering it exists, especially via an opponent manipulating his own life total for gain, can be jarring. Its existence impacts game play in a negligible way, whereas its existence impacts card design space somewhat significantly.
No, getting kicked in the balls where before you thought "it can't hurt as much as people say it does" is what one could call jarring. Learning that there is a small little rule that even a monkey could memorize that essentially is a mathematical stepping stone people pass in grade 1 isn't even remotely significant. I mean if people are having troubles with this then how the hell will they ever be able to handle probabilities and complex lines of play? Oh right, you're pandering to 7-year olds now so I guess thats the end of Garfield's dream of making a game as elegant and complex as chess. I honestly don't see what card design space is suddenly going to burst open now that people no longer need to manage their resources. I guess you can design this:



4) Token Ownership
Quote
The Reality: The current "token ownership" rule is poorly understood, mainly because it doesn't make a ton of sense. Currently, the owner of a token is "the controller of the effect that put it into play." That means I own the tokens put into play under your control due to my Hunted Dragon or Forbidden Orchard, which allows me to do unintuitive tricks with cards like Brand or Warp World. Few people are aware of this rule, and assume that the owner of the tokens is the player under whose control they entered the battlefield.
It makes tons of sense. I own the token, you control it. Who the fuck gets confused by that? (7-year olds sorry forgot) I mean by this logic if I let you borrow something, that means you own it? WTF? Stop using 7-year old logic to justify what is otherwise a decent decision. I have no problem with the person the token is first controlled by getting ownership, just say that. Don't try to slap together some bullshit reason like "people are confused by basic language skills."

5) Combat Damage No Longer Uses the Stack
APRIL FOOLS!
Yeah, I knew it. There is no way you could possibly have been this stupid. I knew my trust in you wasn't lost. Wait what, there is actually a 4-page wall of text about this? It can't possibly be a joke, and yet...
Quote
The Reality: The intricate system via which combat is currently handled creates many unintuitive gameplay moments. For starters, "the stack" is a difficult concept, even after all these years, so it is no wonder that many players go about combat without invoking it at all. Second, creatures disappearing after damage has been put on the stack leads to a ton of confusion and disbelief: How is that Mogg Fanatic killing two creatures? How did that creature kill mine but make your Nantuko Husk big enough to survive? How can you Unsummon your creature and have it still deal damage? While many of us may be used to the way things are now, it makes no sense in terms of a game metaphor and only a bit more sense as a rule.
The stack is not even close to difficult. LIFO+priority=knowing how the stack works. Thats 2 simple sentences that can carry you through 99% of situations. The reason that Mogg Fanatic is killing two creatures is because when you throw a punch at a guy he doesn't die instantly. How fucking hard is it to imagine creatures actually FIGHTING rather than just "oh I'm going to chop your head off at the exact same time you chop my head off." It makes perfect sense as a metaphor and using the stack is a remarkably elegant and simple way to impliment it.
Before: Our creatures are fighting, and both mortally wound each other. (damage is on the stack) I then Unsummon my creature and he lives because he is no longer on the battlefield to die while yours still does.
Now: LOLOLOLOLOLOLOLOLOL OUR DOODZ JUST CHOPPED EACH OTHRS HEDS OFF LOLOLOLOLOLOLOLOLOLOLOLOLOLOL OL
Not to mention the new blocking system is dumb as shit. I should have the option to pull my creature back if they're not all fighting at once. The whole point of being able to assign combat damage is that you could tell your monster how much to damage each of your opponent's monsters. If you change it to a gauntlet then I should be able to tell my creature to stop going through the gauntlet. This shit is even dumber than yu-gi-oh.

6) Deathtouch, Lifelink
This is just the same thing applied to two different rules. It makes sense. Nothing else need be said.

Quote
I hope you'll agree, and here's to not doing this again for another decade.
I hope you mean "here's to never holding focus groups with 7-year olds about how to run a multi-million dollar industry and complex game." Fuck I mean the reasoning throughout this whole article is so bad I'm honestly scared as hell. I'm sure when the 6th edition rules changes came around they gave better reasons than "stupid people are stupid and this game is for stupids so we should stupid it up for them".
Logged

Mickey Mouse is on a Magic card.  Your argument is invalid.
Diakonov
Full Members
Basic User
***
Posts: 758


Hey Now


View Profile
« Reply #85 on: June 11, 2009, 10:05:55 am »

I think you might be overreacting a bit.
Logged

VINTAGE CONSOLES
VINTAGE MAGIC
VINTAGE JACKETS

Team Hadley

FlyFlySideOfFry
Full Members
Basic User
***
Posts: 412



View Profile
« Reply #86 on: June 11, 2009, 10:20:54 am »

I think you might be overreacting a bit.

You see no problem with the radiating waves of idiocy coming from the article?
Logged

Mickey Mouse is on a Magic card.  Your argument is invalid.
Darkenslight
Basic User
**
Posts: 314


View Profile Email
« Reply #87 on: June 11, 2009, 10:36:47 am »

I think you might be overreacting a bit.

You see no problem with the radiating waves of idiocy coming from the article?

Well, it could be worse.  It could have been me in that focus group.  :p

I still don't see anything seriously wrong with the rules changes.
Logged
hvndr3d y34r h3x
Basic User
**
Posts: 823


80:20 against LordHomerCat, the word's 2nd best an


View Profile
« Reply #88 on: June 11, 2009, 10:38:07 am »

I think you might be overreacting a bit.

I'd like to second that
Logged

--------------------------------------------------------------------------------------------------
I am 80:20 against LordHomerCat, the word's 2nd best and on other days the world's best vintage player. Wink
MrsGamura
Basic User
**
Posts: 3


View Profile Email
« Reply #89 on: June 11, 2009, 10:39:10 am »

On the bright side the new combat rules make walls more useful.  Smile
Logged
Pages: 1 2 [3] 4 5 6
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.074 seconds with 20 queries.