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Chill guys, chill

Reposting with permission from his Facebook page, here's Zac Hill's nice take on why the current combat rules are counter-intuitive:

Basically: That the existing combat damage rules, although we've gotten used to them, are counter-intuitive beyond belief. So my guy and this other guy stab each other in the heart with some spears, but before either one of us dies, we're like "WHOA WHOA WHOA WAIT A SEC CHILL GUYS CHILL" while our homeboy-wizard-dude sets about casting some shit at his convenience? It just makes no sense. Plus, trying to explain deathtouch interactions to new players, or killing 2/2s with Blinking Spirit or whatever, always elicits these huge I-don't-understand groans. Because how can two guys deal damage simultaneously, yet one gets hit and the other doesn't?

Remember, Mogg Fanatic won a Pro Tour in pre-6th edition rules. Some cards get better, some get worse, but it's not like there's going to be all these huge huge huge power-level shakeups.

And you can read more about why I like this change in my previous post.

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About the author

Alexander Shearer is a biologist, gamer, and writer. He has written for games and educational comics, and writes the ongoing In Development column at ChannelFireball.com when he's not collecting his gaming thoughts here at Gifts Ungiven.

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This page contains a single entry from the blog posted on June 11, 2009 12:00 AM.

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