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4 years ago ::
Jul 21, 2009 - 10:18PM
#61
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Date Joined:
Oct 24, 2007
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Okay, while I personally don't mind the terminology changes, and in fact, think they add a bit more flavor to the game, I am still a bit fuzzy on the rules, mainly the combat section. I don't like, but understand, how the new "Lifelink" works (they had just said in the Shards of Alara set that you could stack separate instances of lifelink to gain more life), but Have to know if it changes how it works with "Doublestrike". If I attack with a 3/3 "Doublestrike/Lifelink", will I only receive 3 life, or will I still get 6? I have a deck that is built around getting last minute tricks in during combat to take out creatures. Under the new rules, I can't block a 3/3 with a 1/1 Goblin token, then use Tar Pitcher 's ability to sack the token and deal the 3/3 lethal damage and still have the creature considered blocked? What about is someone attacks with 2 creatures, I block one with a Mogg War Marshall and let it die, to bring in a 1/1 Goblin token into play to block the other? Also, since damage is handled all at once now, will I not be able to block a 4/4 with Mudbutton Torchrunner to deal the creature 1 combat damage, then let it go to the graveyard and it's ability deal 3 damage to the 4/4, killing it? Can the same be said about Festering Goblin and/or similar cards? Also, since mana now empties at the end of each step, what does that mean for cards like Altar of Shadows and Black Market ? Since damage no longer uses the stack, am I now unable to attack a player with a 2/2, they block with a 5/5, then save the 2/2 with Explosive Growth or similar cards? Sorry if I may seem stupid, but I am more of a kinastetic (i.e. do'er) learner, so just reading or hearing the rules isn't enough.
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4 years ago ::
Jul 21, 2009 - 10:29PM
#62
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Date Joined:
Sep 16, 2007
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Okay, while I personally don't mind the terminology changes, and in fact, think they add a bit more flavor to the game, I am still a bit fuzzy on the rules, mainly the combat section.
I don't like, but understand, how the new "Lifelink" works (they had just said in the Shards of Alara set that you could stack separate instances of lifelink to gain more life), but Have to know if it changes how it works with "Doublestrike". If I attack with a 3/3 "Doublestrike/Lifelink", will I only receive 3 life, or will I still get 6? You gain 6 life; it not stacking has to do with two appearances of Lifelink on the same object, not that object damaging twice.
I have a deck that is built around getting last minute tricks in during combat to take out creatures. Under the new rules, I can't block a 3/3 with a 1/1 Goblin token, then use Tar Pitcher 's ability to sack the token and deal the 3/3 lethal damage and still have the creature considered blocked? Correct; now, instead of the obvious 2-for-1, you have to pick and choose when to do sacrifice tricks or deal combat damage.
What about is someone attacks with 2 creatures, I block one with a Mogg War Marshall and let it die, to bring in a 1/1 Goblin token into play to block the other? You've never been able to do this; all creatures are declared as blocking at the same time, so any creatures that come into play afterward can't block any creatures unless an effect specifically says so.
Also, since damage is handled all at once now, will I not be able to block a 4/4 with Mudbutton Torchrunner to deal the creature 1 combat damage, then let it go to the graveyard and it's ability deal 3 damage to the 4/4, killing it? Can the same be said about Festering Goblin and/or similar cards? I'm not sure how you come to this conclusion. Damage being dealt a little sooner doesn't mean triggered abilities don't go off. The Torchrunner deals its 1 damage (unless first/double strike shenanigans are involved), then its trigger goes off and you get to deal 3 damage to the creature or player of your choice.
Also, since mana now empties at the end of each step, what does that mean for cards like Altar of Shadows and Black Market ? It means that mana pools empty at the end of steps as well as phases. Not sure what the actual question is here.
Since damage no longer uses the stack, am I now unable to attack a player with a 2/2, they block with a 5/5, then save the 2/2 with Explosive Growth or similar cards? "Combat damage doesn't use the stack" is not the same as "No one gets to play anything during the combat phase." You still get a chance to play spells during the declare blockers step before damage gets assigned and dealt at the beginning of the combat damage step.
Sorry if I may seem stupid, but I am more of a kinastetic (i.e. do'er) learner, so just reading or hearing the rules isn't enough.
MTG Rules Advisor
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4 years ago ::
Jul 21, 2009 - 10:31PM
#63
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Date Joined:
Sep 17, 2004
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Okay, while I personally don't mind the terminology changes, and in fact, think they add a bit more flavor to the game, I am still a bit fuzzy on the rules, mainly the combat section.
I don't like, but understand, how the new "Lifelink" works (they had just said in the Shards of Alara set that you could stack separate instances of lifelink to gain more life), but Have to know if it changes how it works with "Doublestrike". If I attack with a 3/3 "Doublestrike/Lifelink", will I only receive 3 life, or will I still get 6? You'll gain life each time it deals damage, even if that happens more than once in a given combat phase.
I have a deck that is built around getting last minute tricks in during combat to take out creatures. Under the new rules, I can't block a 3/3 with a 1/1 Goblin token, then use Tar Pitcher 's ability to sack the token and deal the 3/3 lethal damage and still have the creature considered blocked? The blocked creature will remain blocked, same as always. Sacrificing the token to Tar Pitcher means that now the token won't be around to assign/deal combat damage.
What about is someone attacks with 2 creatures, I block one with a Mogg War Marshall and let it die, to bring in a 1/1 Goblin token into play to block the other? That still doesn't work.
Also, since damage is handled all at once now, will I not be able to block a 4/4 with Mudbutton Torchrunner to deal the creature 1 combat damage, then let it go to the graveyard and it's ability deal 3 damage to the 4/4, killing it? Can the same be said about Festering Goblin and/or similar cards? Those still work. Why wouldn't they?
Also, since mana now empties at the end of each step, what does that mean for cards like Altar of Shadows and Black Market ? Any leftover mana at the end of the precombat main phase will no longer cause loss of life, it will simply be lost from the mana pool.
500.4. When a step or phase ends, any unused mana left in a player’s mana pool is lost. This turn-based action doesn’t use the stack.
Since damage no longer uses the stack, am I now unable to attack a player with a 2/2, they block with a 5/5, then save the 2/2 with Explosive Growth or similar cards? You can still play something like that during the declare blockers step.
Sorry if I may seem stupid, but I am more of a kinastetic (i.e. do'er) learner, so just reading or hearing the rules isn't enough.
No, I am not a judge. That's why I like to quote sources such as the rules that trump judges.
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4 years ago ::
Jul 23, 2009 - 3:15AM
#64
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Date Joined:
Jul 23, 2009
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Not to bash on the rules or anything but, as an avid player witha group of players to back me there are two rules that should be done away with. 1st bring back manaburn. the whole reason you had to be cunning and careful in magic was the mana burn. by taking it away you love the point. 2nd the fact that mana instantly dissipates at the end of phase or step makes half the cards produced by magic the gathering useless this ruel should also be reset to its original end of turn. theses rules have made the game unbalanced in my opinion. for instance a single player should not be able to tap all mana every turn via certai cards.
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4 years ago ::
Jul 23, 2009 - 3:19AM
#65
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Date Joined:
Sep 16, 2007
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Not to bash on the rules or anything but, as an avid player witha group of players to back me there are two rules that should be done away with. 1st bring back manaburn. the whole reason you had to be cunning and careful in magic was the mana burn. by taking it away you love the point. 2nd the fact that mana instantly dissipates at the end of phase or step makes half the cards produced by magic the gathering useless this ruel should also be reset to its original end of turn. theses rules have made the game unbalanced in my opinion. for instance a single player should not be able to tap all mana every turn via certai cards. Firstly, this is not the place for such a rant. Take it to the right forum.
However, since you've put it here, I shall reply.
I agree somewhat on the mana burn thing, though it will rarely actually make much of a difference.
However, the mana pools emptying is barely noticeable as a change; a maximum of ten cards (that's generous, I'm not looking through Gatherer for them right now) that actually work differently with mana pools emptying at different times is far from half of the 10,000+ cards in Magic: The Gathering. In fact, 10/10,000 is .1% of all MtG cards.
MTG Rules Advisor
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4 years ago ::
Jul 24, 2009 - 9:31PM
#66
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Date Joined:
Oct 24, 2007
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It means that mana pools empty at the end of steps as well as phases. Not sure what the actual question is here. Okay, what I use them for is a shade deck that I have. Basically I kill a few creatures with either [/card]Black Market[/card] or Altar of Shadows out, then use the mana that they generate to pump up my shades and attack. What I am asking is that since both cards add the mana at the precombat main phase, does that mean that the mana empties before my combat phase, forcing me to add it sooner or lose it?
Other than that, all of your help as been excellent!
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4 years ago ::
Jul 24, 2009 - 9:35PM
#67
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Date Joined:
Sep 16, 2007
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Okay, what I use them for is a shade deck that I have. Basically I kill a few creatures with either [/card]Black Market[/card] or Altar of Shadows out, then use the mana that they generate to pump up my shades and attack. What I am asking is that since both cards add the mana at the precombat main phase, does that mean that the mana empties before my combat phase, forcing me to add it sooner or lose it?
Other than that, all of your help as been excellent! This is not a change; any mana created in your precombat main phase disappeared before your combat phase began. If you've been playing with that mana floating into your combat phase, you've played it wrong.
MTG Rules Advisor
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4 years ago ::
Jul 24, 2009 - 9:41PM
#68
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Date Joined:
Oct 24, 2007
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Nope, just had a bad teacher. I am learning that I have been a lot of things wrong.
This is not a change; any mana created in your precombat main phase disappeared before your combat phase began. If you've been playing with that mana floating into your combat phase, you've played it wrong. So, I just have to add it sooner, huh? I'll have to try and remember that. I'll have to remember about the tokens too, since a friend as been using that trick for a while.
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4 years ago ::
Jul 24, 2009 - 9:58PM
#69
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Date Joined:
Sep 16, 2007
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Nope, just had a bad teacher. I am learning that I have been a lot of things wrong.
So, I just have to add it sooner, huh? I'll have to try and remember that. I'll have to remember about the tokens too, since a friend as been using that trick for a while. Sooner? If you add mana to your mana pool before the precombat main phase, it won't be there in your precombat main phase. That, too, is not a change. If you want mana in your combat phase, you need to generate it in your combat phase. And, more specifically, you have to generate it during the step in which you plan to use it. That specific part is new, but other than that, you always had to produce mana in the combat phase if you wanted to use it during the combat phase, except for cards that specifically say the mana doesn't empty at all or until end of turn.
MTG Rules Advisor
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4 years ago ::
Jul 26, 2009 - 9:25PM
#70
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Date Joined:
Oct 24, 2007
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Sooner? If you add mana to your mana pool before the precombat main phase, it won't be there in your precombat main phase. That, too, is not a change. If you want mana in your combat phase, you need to generate it in your combat phase. And, more specifically, you have to generate it during the step in which you plan to use it. That specific part is new, but other than that, you always had to produce mana in the combat phase if you wanted to use it during the combat phase, except for cards that specifically say the mana doesn't empty at all or until end of turn. I meant that I had to use the mana on my shades sooner, but I goofed up typing.
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