The thing about utility creatures with sac effects is that they lose out on one fundamental thing.
Attacking into a x/2 with a Mogg Fanatic will no longer be the same play. You won't be able to push through early damage with a Fanatic by threatening to kill off the opponent's 2- or 3-drop.
Likewise, attacking into an x/2 with a Fulminator Mage is also a very different play. You can no longer threaten with a 2-for-1, and thus push through.
Thus, creatures with utility sac effects become less aggressive, which especially hurts red ones such as the above mentioned examples.
I personally dislikes this rules change. And it gets worse when I am being prevented from making the optimal play because I can't divide damage as I choose.
Manaburn has been highly debated, and I still don't like it, but I don't have anything to offer that debate that hasn't been said one bazillion times, except that I hate the removal of the strategic layers that would otherwise occur when you would have to take manaburn to play a card (filterlands, bouncelands, rituals and so on).
They did, however, give us a bunch of sweet previews at the same time as these changes. "Sorry I burned down your village. Here's some gold."
Comment to the card Nurturer Initiate: [QUOTE=phaseshifter;15594671]She can suck as much as she wants, she's hot
Edit:.....wow, I just realised what I just said...[/QUOTE] --------- [QUOTE=reedbee]I can't count on both hands the number of times I've woken up next to a gorgeous girl after she came up to me and asked to get a better look at my Wumpus.[/QUOTE] ---- [QUOTE=Beanman1000;17774354]Naw man, you just walk around with a messenger bag with a trade binder and some decks, then use amazing magic pick up lines like "Hey baby, I'd tap that" and "Hey honey, wanna see me use giant growth?"[/QUOTE] ---- [QUOTE=Dr_Kraid;18066052]I want to be banned for laying my ween0r on my opponent's deck and posting pictures on the Internet [/QUOTE] ---- On Master Transmuter: [QUOTE=namdoolb;18132994]Nah, I'd rather send her packing on my flame javelin .[/QUOTE] ---- [QUOTE=Caldera42;14735749]And I'm not a jerk to myself.[/QUOTE] [QUOTE=Islands;14771286]You're missing out.[/QUOTE] ---- [QUOTE=Axl_Strife;17032267]I'm Matt Gottlieb b*tch! *banhammer*[/QUOTE]
Moral of the story... Serra is the kind of angel you marry... She's very loyal and always there for you both to attack or block. BSA... Well, she's the kind you call up every now and then to do all those things Serra won't do on some random Friday night.
[QUOTE=Momo;17971299]Actually you win, sir.[/QUOTE] [QUOTE=sisomic;17973044]A "You win, sir." from Momo is worth 10 zillion dabloons. If only you could sell it...[/QUOTE]
There were others - this one was just the only one that mattered.
Skide Fuld - Problem of Evil by frontsession Check out the first one of my songs to be recorded by my Jazz/Fusion/whatever-band. Critique is welcome - just send me a PM or something.
I'm fine with changes minus the ones made to the combat step. I don't even understand why these changes were made. I thought playing with the stack was something of a reward for experienced players. I'll have to see how it changes the environment.
uBr gets borderposts, shardlands and the new duals, all with the benifit of only having to run swamps
But a bant deck that requires a lot of mana fixing will have issues using these new Duals. Most of the more competive bant decks run 16 or more none basic lands. So all these new duals do is slow them down and make it harder for them to fix their mana. They will also make it harder for them to have a 1st turn play.
The combat step changes just make it so the good players make mistakes against people who just learned to play. They made it so beginners > us. I like strategy, not Split-Second.
I actually don't mind the manaburn thing now that they changed the emptying of manapools, but it still seems a bit odd. Same goes with the flavour changes - I do feel "battlefield" makes everything sounds so clunky.
However, I definatly think they messed up with the combat step. Not only did they destroy one of my favourite creatures, mogg fanatic, they also removed A LOT of tricks that experienced players as myself have spent time learning. Time spent on practice -> Advantage. That sounds like it applies in the rest of the world, why not in magic? Also, being a fairly new player, I can remember my reaction to learning that damage uses the stack (or well, I didn't call it that at the time): "You can actually let it deal damage and then return it" - "Oh! That's nice"
I'm really disappointed by the new lands not having basic land-types. I mean, wtf?!
On a completly other note...why are they making changes to support the same people that complain the most about magic because it doesn't fit their niché-kitchen table games? Tournament players should be the ones who were rewarded if you ask me.
I think I'm at 3-4. Admittedly, I don't like the changes, but I do like the possibility it will make the game more accessible to players. I do recall some trouble figuring out the damage on the stack for myself and many times talking to new players about what I meant "while damage is on the stack" and using an analogy involving hand grenades ...
I'd say I'm at 5, I don't mind the rule changes but I'm not excited over them either. The loss of lifelink triggering multiple times makes me somewhat sad. No more swing to gain 15 life per turn, but thats countered by lifelink being able to save my ass when i'm at 1 life.
I hate the new duals though. I'm at -7 when I see them.