Since the announcement of the coming rules changes in M2010, there has been the most wigging out about the changes to combat. A lot of the complaints come from the idea that putting damage on the stack is an integral concept, that removing it makes for dumber game play, and that players will need to learn what the stack is eventually anyway.
Well, yes they will, but from my own perspective of having taken a ten-year hiatus from the game (1996-2006, give or take), "damage on" is hardly integral to what makes Magic Magic. More to the point, I think the big gain here vis-a-vis new players has nothing to do with the stack or no, but in making invisible information visible.
More on that (with pictures!) in the extended entry. Go take a look!
Game information that is not visibly represented or that can't be immediately derived from things that are visibly represented is an additional cognitive load for both players. It's a source of confusion for new players and a source of contention for PTQ players (you've surely disagreed about assigned damage with someone at some point in your play, right?). Although I'll miss the joys of putting damage on the stack and then sacrificing my Sakura-Tribe Elder, I appreciate the way the revision to combat makes the invisible information of damage assignment visible.
Consider the following scenario. Susan is attacking with a Spellbreaker Behemoth and a Woolly Thoctar, into a field of Esper critters.
Michael decides to block like this:
That's Tower Gargoyle and Sanctum Gargoyle blocking the Spellbreaker Behemoth, and Faerie Mechanist, Parasitic Strix, and Etherium Sculptor blocking the Woolly Thoctar.
Under the current rules, we'd now go to damage assignment. Susan might decide to assign 4 damage to the Tower Gargoyle and 1 damage to the Sanctum Gargoyle, and then 2 damage to the Etherium Sculptor, 2 damage to the Parasitic Strix, and 1 damage to the Faerie Mechanist. And then Susan and Michael would have to remember all these numbers while they handle any other effects and so forth.
This is a cognitive load. It may be inconsequential to those of us who enjoy competitive play and funky combat tricks, but it's the kind of thing that confuses new players and makes complex combat situations drag out, which we can imagine might be discouraging for casual players as well. Regardless of your stance on how facile one should be with numbers, consider that people frequently find arithmetic intimidating. Having to float a bunch of numbers to resolve combat is more work than a fun little game "should" be, if floating numbers is work for you.
So, how does this same situation look under the M2010 rules? Well, let's say Susan decides to have the Behemoth deal damage first to the Tower Gargoyle, and then to the Sanctum Gargoyle, and to have the Thoctar deal damage in the order of Sculptor, Strix, Mechanist. We could visually represent this very easily like so:
Pretty straightforward. In this case, I've just stacked the blockers, with the ones being hit first sitting on top, and then on down through the pile. Let's zoom in on the Spellbreaker Behemoth and its blockers:
The Spellbreaker deals 4 damage to the Tower Gargoyle. That'll kill it, so let's take it off the pile.
The last 1 point goes to the Sanctum Gargoyle, who lives.
Let's look at the Thoctar and its blockers:
The Thoctar deals 2 damage to the Sculptor, so let's take it off the pile.
Then it deals 2 more to the Strix, so we take that off the pile.
Finally, we're left with the Mechanist, where the Thoctar deals its last point, leaving it alive.
Of course, I've left out the damage to the attackers, which can be easily handled at the beginning (aka "They're both dead").
This is what I like about "new combat" - players can clearly visually represent what's going on, reducing their cognitive load and letting them enjoy the game more. Naturally, this has changed some things. There's no more "Aha, with damage on the stack, I buff my dude so he lives!" At the same time, some of the obvious choices ("Damage on, sac this Goblin to Siege-Gang Commander") are replaced by real choices ("Deal damage to the blocker or sac to deal 2 damage to the player instead?").
As far as I'm concerned, this is a neutral change in terms of my own game play experience. However, it's a massive, massive gain in terms of player acquisition and retention, as it converts a part of the game that's a pain in the neck into a clean, easy procedure that happens on the board, instead of just in our heads.
Incidentally, I think Aaron and Mark kind of punted in showing this when they previewed the rules changes. Their diagrams make combat look more and needlessly complex, instead of clean and straightforward.
Also, I do know that you can assign more than the required lethal damage during this process, but for most players, especially those who will benefit from the design, it's just going to be a matter of seeing who dies and who doesn't, and the new format helps that tremendously.
Finally, for the people who insist that this is a havoc-wreaking change, well...no idea. When I came back into the game after my absence, I first learned about the stack, and was very happy, then learned about combat damage using the stack, and kind of shrugged. The stack is cool, but having it used for combat damage is a take-it-or-leave-it kind of thing, so I'm fine with leaving it.
Hopefully, this little photo essay clarifies what I think is one of the solid advantages of the new method. As I've said numerous times in commenting on the latest round of rules changes elsewhere, losing to game play is fun, but losing to the game is not. I think this helps prevent the latter, and that can only be a good thing.
Comments (14)
"losing to game play is fun, but losing to the game is not"
Bay my opinion we are loosing game play with it, as there are numerous interactions which will not work the new way, so it's like "castrating" a lot of cards. And I don't really care that things as saccing a Fanatic after combat damage is on the stack is not intuitive. A lot of things in Magic are not intuitive (check those layer-ruling for example).
Posted by EvilBernd | June 11, 2009 12:37 AM
Posted on June 11, 2009 00:37
I have to shrug at some cards losing functionality. Back when I first played, Mirror Universe was a legitimate win condition, as you could drop yourself to 0 life without dying and pass that life total off to your opponent. When this bit of counter-intuitive play went away with a rules change, MU was no longer a wincon, and we were all okay.
Layering is, indeed, not super intuitive -- but it's also not nearly as significant a gameplay component as combat.
We lose some game play, we gain others. Now, it's no longer the obvious choice to put damage on and sacrifice for value; instead, you have to choose between the two. That is, as Zac has pointed out elsewhere, a more interesting "choice" than "choosing" to do the clearly correct play or not.
There will be more things like this as we play with the new rules.
(This all does make me wish I were around for the removal of Interrupts and batches...I know there are folks who still play by those rules, too.)
Posted by Gifts Ungiven | June 11, 2009 12:41 AM
Posted on June 11, 2009 00:41
I think you are dramatically overestimating how difficult it is to remember damage assignments in gang block situations. It is almost always exactly lethal or the carryover from killing another blocker. The most glaring problem with the new rule is that it doesn't allow for sub-lethal splits. Though they are a rarity, they do come up, and they do so at a level of play where people are not going to be in the acquisition phase any longer.
Posted by John | June 11, 2009 11:28 PM
Posted on June 11, 2009 23:28
Excellent article, very good arguments.
I agree that the inital article by WotC was a little confusing in regards to combat. You make that much clearer by arranging the blockers like a stack. (Though you might want to change rotation of 2-3 images to make it even clearer).
Personally, I don't think we will lose all that much. Many cards got worse (or less overpowered), but so what. Things change, and those who cry foul the loudest just don't want to see their favourite cards/strategies lose value.
Posted by Stefan | June 12, 2009 02:47 AM
Posted on June 12, 2009 02:47
How retarded are Magic players that they can't remember a few numbers between 1-4, as damage assigned to different creatures? Are we really too stupid to remember those things? How do we even function in our everyday lives if THAT is the excuse for making all blocking act like trample now? It's a giant excuse and a giant insult to all Magic players.
Posted by Chris Simpson | June 12, 2009 02:50 PM
Posted on June 12, 2009 14:50
"However, it's a massive, massive gain in terms of player acquisition and retention"
Evidence? Oh right, none exists yet. :/
Posted by Josh Silvestri | June 12, 2009 02:51 PM
Posted on June 12, 2009 14:51
Also, regarding the whole "Now you have to make real choices with your Siege-Gang Commander!" argument:
No, you don't, because it may never see play again. Same with Mogg Fantastic. This isn't 1999, and the reason he saw play was because of his ability to sacrifice with damage on the stack. Same with SGC. And if they DO print a new version of Fanatic or SGC to replicate the old decisions under the new system, then WHAT was the point of replacing the old system in the first place?
I have yet to hear a single good argument in favor of the new combat rules. Not a single one, anywhere.
Posted by Chris Simpson | June 12, 2009 02:54 PM
Posted on June 12, 2009 14:54
"As far as I'm concerned..."
Note the clear marker of opinion there. Clearly, there's no evidence until it works out.
However, I'm fine with it from my gameplay standpoint, so I'm happy.
(...and Siege-Gang Commander is actually still good, even if you can't sacrifice it with damage on. It generates multiple guys off of one card and gives you reach, as you can toss all your dudes at their face if you can no longer attack.)
This all does make me glad I skipped the transition to Sixth edition, and was able to come back in, look at the changes, and say, "Works for me." This is pretty much what I'm saying now.
This appears to be easier both in terms of visualizing the game and for intuition reasons (see the next post), and to simply be /different/ otherwise. If I have to cash in my STEs before damage, I'm okay with that. I'll keep playing them.
Posted by Gifts Ungiven | June 12, 2009 03:07 PM
Posted on June 12, 2009 15:07
"How retarded are Magic players..."
No idea, but I know I've watched people use calculators for simple arithmetic, and tournament players the world over keep probabilistically poor hands because they "might get there."
It's not really that people are too dumb, it's that it's a hassle when the "typical" player (probably not me, probably not you) wants to play a game of Elves and Goblins fighting, and not a game of invisible floating damage after which other effects may or may not happen.
I suppose we can feel insulted if we want, but I think it's fair to recall that the majority of people who play aren't showing up at PTQs, or even FNMs, and if the game has been changed to make it appealing to them while still leaving a complex, fascinating game for us (which I think they've managed), then I think it's a good thing.
Meh. If we changed it "back" in four years, people would complain about how we're ruining the game. Like Mythics ruined it, or planeswalkers, or Shards of Alara block, etc, etc.
I like it. Looking forward to M2010.
Posted by Gifts Ungiven | June 12, 2009 03:15 PM
Posted on June 12, 2009 15:15
"This is a cognitive load. It may be inconsequential to those of us who enjoy competitive play and funky combat tricks, but it's the kind of thing that confuses new players and makes complex combat situations drag out, which we can imagine might be discouraging for casual players as well."
The new system still requires you to remember the numbers when damage is dealt, it just steps from assignment to dealing without any step in between, much like if combat damage had split second.
This becomes important when you consider first strike, which now should interpose a step between first strikers' damage and non-first strikers' damage in which one can consider players will once again gain priority after damage is dealt but before some creatures are dealt damage. This will still confuse players. Moreover, players will know that deathtouch ignores this, since I now need only assign 1 damage to any creature in the Conga Line, then they all die.
Posted by Jaime A. Headden | June 12, 2009 06:07 PM
Posted on June 12, 2009 18:07
IMHO- The change is OK for me as I never played with combat tricks. Bounce will affect me but whatevers- Im fine with that. I started playing playing when 6th ed came out and just watched friends play temp block before that and stopped playing when prophecy came out. Started again when Darksteel came out and wasnt too impressed so I stopped. Started once again when Future Sight came out and was quite unhappy so i stopped. Now I started again a few months be4 Reborn came out and I have to say that im pleased- probly because of how much access I have to MTGO and new take on colors. When I played a game on MTGO I saw someone throw down an Ajani. I was quite surprised and had NO idea what that was and why its not a creature but a PW. I dont like PW's. I dont plan on ever playing with a PW even if it can boost my deck. I dont see playing cards that have ridiculous abilities and are able to win. Id rather have someone channel, fireball me for 20 turn 1 or 2 instead of dieing to a PW.
Overall Im happy for a change since it could possibly engage more interest into me and start actually playing FNM more often.
Thanks for the Article.
Posted by Traves Honda | June 12, 2009 08:10 PM
Posted on June 12, 2009 20:10
"some of the obvious choices ("Damage on, sac this Goblin to Siege-Gang Commander") are replaced by real choices ("Deal damage to the blocker or sac to deal 2 damage to the player instead?")."
This is true. Mogg Fanatic now forces an option between combat damage vs sac effect. That doesn't make it horrible- just slightly worse sometimes. It still offs x/1 utility guys and can hit the opponent for 1 despite blockers. Likewise, Sakura Tribe-Elder doesn't suddenly suck because it's only 98% as useful- 98% of STE is still better than 100% of Rampant Growth. STE is still Rampant Growth that chumps. Siege-Gang is still good as well for reasons listed above.
Making a card 2% worse doesn't make it suddenly unplayable. If it still does what you need it to do, you will still play it. It just doesn't sometimes do that extra tiny little thing you're used to it doing that made it over-the-top good instead of just extremely good. Oh noes?? Even if sac creatures stop being played, something else that used to NOT be played will have a chance to shine. Same with new strategies that were previously inferior. It'll be just like how cards and decks rise and fall in value as the meta shifts. Fluxuating values is not a new concept, it's just a different catalyst this time.
Posted by Tyrael | June 16, 2009 12:39 AM
Posted on June 16, 2009 00:39
Hi, at first I thought removing damage from the stack was wrong, now I'm looking forward to what wizards came up with. The more I think about the new options it opens up, the more I like it.
The only thing I'm not comfortable with is deathtouch in combat, it's an exception to the general rule of combat. Instead they should add to the rules for deathtouch that any amount of damage with it it's considered lethal for the purpose of combat damage, that way you still line them up, but can assign one to the first and one to the second, and so on, that way it's not really exception and makes more sense.
What do you think?
Posted by aapicazo | June 16, 2009 01:51 PM
Posted on June 16, 2009 13:51
I've seen that "deathtouch = lethal" suggestion elsewhere. It is, in one sense, quite elegant. However, it generates a curious interaction between deathtouch and trample, such that you could have this happen:
Wren's Run Vanquisher equipped with Loxodon Warhammer (making it a 6/3 deathtouch trample creature) is blocked by four Cloudthreshers. Attacking player assigns 1 damage to each Thresher and the remaining 2 points to the defending player. All four Threshers die and some damage makes it through.
Or, to go with another example, defending player is at 4 life, and has a Darksteel Colossus on defense. The same Hammered-up Vanquisher attacks, assigns 1 damage to the Colossus, and tramples through with 5 damage for the win.
I'm not sure if this interaction is overpowered or overweird, but it's something that does detract a bit from the otherwise elegant "deathtouch = lethal" solution.
Posted by Gifts Ungiven | June 16, 2009 02:18 PM
Posted on June 16, 2009 14:18