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Magic 2010 rules changes announced

Forsythe and Gottlieb have announced a palette of new rules changes coming in with M2010. Here they are as one-liners, followed by my quick review.

Simultaneous Mulligans

Instead of player A mulliganing repeatedly, and then player B doing so, player A says, "Oh, going to 6" and then play B says, "Yeah, me, too" and then player A can say, "...and down to five" and so on.

This is a good change. It'll speed up tournaments.

Terminology Changes

"In play" is now "The Battlefield," spells are "Cast" instead of "Played," activated abilities are "Activated" instead of "Played," "RFGed" becomes "Exile," and the beginning of the end of the turn is now explicitly labeled.

These are all good changes that will make the game easier to comprehend for new players. Witness the amount of confusion "playing" versus "putting into play" causes.

Mana Pools and Mana Burn

Mana Pools now empty at each phase (no floating mana from upkeep to draw) and there's no mana burn anymore.

Also a good change. Mana burn is usually inconsequential in gameplay terms, and it's yet another weird part of the game that ambushes new players. Clearing pools more often seems fine, too.

Token Ownership

If an effect puts tokens into play under your control, you now own them. Warp World decks now suck a lot more than they used to, for example.

This seems okay. Again, it'll help new players with the game. I'm a little sad to watch some Johnny opportunities go away with this change, but that's okay.

Combat Damage Doesn't Use the Stack

Oooh, this is a big one. Combat damage is now dealt as it's assigned. The upshot here is that you can no longer wait for damage to be assigned and then use some prevention effect. To deal with that, you now assign a priority among multiple blockers. Consider:

Progenitus attacks. I block (Edit: Yes, this doesn't work at all. Please pretend it's a random 10/10 instead. :) ) with a Cloudthresher, Kitchen Finks, and Wild Nacatl. Under current rules, I would say something like this:

"Assign 7 damage to Cloudthresher, and 3 damage to Kitchen Finks."

Under the new rules, I would say something like this:

"Order blockers as Cloudthresher, then Kitchen Finks, then Wild Nacatl."

This initially feels less elegant to me than damage using the stack. I'm not so fond of it. I mean, it's also an okay way for the game to work, so I'm cool with it, but I'm not excited about it.

That said, it does gain in elegance because it means you can literally line up the blocking cards in your priority order, which is easier to deal with than remembering where damage was assigned.

Edit: For a clear explanation of what I think is good and elegant about this change, and a combat example that works (no Progenitus!), click here.

Deathtouch Breaks the New Rule!

Of course, if you can't assign damage points, Death Touch doesn't work right. So, it lets you assign damage anyway. Woot.

Well, it had to be done to make it work.

Lifelink is Static

Likelink becomes a static ability, so the life gain happens immediately.

This is more intuitive for new players as well. I'm cool with it, and I've definitely seen Lifelink as a triggered ability screw up more than one new player.

Overall, I like the rules changes. They will help keep the rules from ambushing new players with nonintuitive features, and they don't screw up the game play. Good stuff.

Also, Aaron preview the new duals. More on that in the next post.

Comments (5)

Corey Rolen:

I have been playing Magic for a long time. The way Wizards is changing the rules of the game kind of make me want to scream out loud. Changing the name of zones is one thing, but changing the structure of how one plays is another. i have no problem with naming the zones. when mana burn and the ability to stack damage is taken away it makes me feel like i am playing pokemon. i believe mana burn, stacking damage, etc... is what makes Magic, Magic. it is a skill worthy game and i belive alot of the skill is being taken away from it by changing these rules.

I haven't played Pokemon, so I can't comment on that comparison, but stacking damage and mana burn are not by any means "what makes Magic Magic." After all, damage didn't use the stack when the game came out, and it was an awesome game and spread like wildfire. While it's nifty to be able to stack damage, the assigning order to blockers thing is a clean and elegant move that eliminates some "invisible information" from the game, and makes it more about play skill and less about new players being torpedoed by unintuitive rules.

And as for mana burn...honestly, except for those occasional corner cases where I have to burn for one because I'm Pathing through a Wooded Bastion off a Forest, mana burn hasn't been interesting since they changed the rules so that life checks became a state-based effect. If I can't mana burn into a Mirror Universe kill, I no longer care -- and that's been true for a long time.

lolwat:

Did you just try to block my Progenitus?

Sorry bro, he has protection from all of your creatures, you can't block him.

I know, right? :) I changed to a working example for my explanatory post.

I don’t usually reply to posts but I've made an exception in this case. WoW

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 09, 2009 09:39 PM.

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