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8 months ago ::
Oct 04, 2012 - 3:14PM
#11
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First, great to see an old player coming back. Welcome back. Second, here's an idea of how well old school Goblins can play with new skool Goblins: 4x Goblin Chieftain 3x Goblin King 4x Goblin Lackey 3x Goblin Sky Raider 3x Mogg Fanatic 2x Spikeshot Goblin 2x Lightning Crafter 3x Krenko, Mob Boss 4x Rite of Flame 3x Browbeat 3x Goblin Grenade 3x Skred 2x Krenko's Command 1x Empty the Warrens 1x Fireblast 19x Snow-Covered Moutain First, a couple of pre-emptive notes: -Having those Skyraiders around has saved my butt to many times to take them out. Just having that one flyer around has been the diff between win or loss on many occasions. -At first glance, it's way more expensive mana wise than a goblin deck should ever be, but with the Rite of Flame, I very rarely have an issue. -The lone Fireblast has capped more games than I can count. -I have tried the Vial route, but honestly, it didn't make much diff at all. This deck really doesn't have much of a mana issue, even with only 19 lands. -Kiki-Jiki had a place in here for years, along with Mogg War Marshal , but just got cut with the Marshal for Krenko. It's better now than it was. I'd like to try a R/B thing, fixing the mana base to do so and swapping Goblin King for Mad Auntie and finding a replacement for Skred, which I don't think would make the cut with far fewer snow-covered lands. I would probably swap Skred for Dreadbore in that case. Another new card I'd love to work in is Quest for the Goblin Lord . Seems like a solid card with as many tokens as thing creates. Turn 4 or 5 wins are status-quo for this deck.
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8 months ago ::
Oct 04, 2012 - 11:50PM
#12
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Date Joined:
Apr 29, 2008
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One more rule change since you stopped playing:
1)Combat damage no longer uses the stack. Combat damage is dealt and resolves immediately without the option for priority in between. For your deck in particular it means that Mogg Fantastic is slightly less fantastic than he used to be. He can no longer block, then combat damage on the stack, sacrifice it to do another point of damage. You can still block then sacrifice it, you just won't do combat damage to whatever creature you blocked.
Wait what? Ok so how does that work? Say I attack with a Click, get blocked by 7/7 green Elemental thing dropped by Voice of the woods. Can I not Sack goblins to buff Click and can they not tap Timberwatch to buff the token or do they do damage right away without any chance to change the issue. What happens if you cast Fog after all this goes down? Does it still work or is it unable to change the damage since it is no longer stack effected?
Sorry guys. Thats for your help with the decks but I want to understand this before I start thinging about a build. Once I got this I will post a build.
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8 months ago ::
Oct 05, 2012 - 2:44AM
#13
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Date Joined:
Jan 17, 2011
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Pretty much, if you block a creature (or attack) with Mogg Fanatic, you can't have Fanatic deal combat damage to the creature you're blocking, and then sac to use its ability. You can declare the creature blocked, and then sac the Fanatic. If you do that, unless the creature you're blocking has trample, it won't deal any damage, but even if it has 1 toughness, it will still live, because your Fanatic didn't deal damage (unless you targeted the creature with the Fanatic).
Say your opponent attacks with a Ball Lightning and a Goblin Piker, and you have a Mogg Fanatic. If you block the Piker with Fanatic, then sac it to deal 1 damage to Ball Lightning, the Ball Lightning will die and you'll take nothing. The Piker lives but niether deals or recieves any damage. If you decide to block the Ball Lightning instead and then target the Piker with Fanatic's ability, then you will kill the Piker (before the damage step), and then, even though you blocked the trampling Ball Lightning, it will deal the full six damage because there is 0 toughness in its way.
The same is true for instants like Fling, Dredge and Scapegoat.
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8 months ago ::
Oct 05, 2012 - 6:50AM
#14
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Date Joined:
Apr 29, 2008
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So this makes all of the holyday/fog cards worthless after blockers are declared? I mean what is the point of Timberwatch now?
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8 months ago ::
Oct 05, 2012 - 9:38AM
#15
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Date Joined:
Jan 19, 2010
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So this makes all of the holyday/fog cards worthless after blockers are declared? I mean what is the point of Timberwatch now?
Not quite. I'll try to make this a little clearer by way of example. What dagbaker said is true, but it doesn't quite cover what I'm trying to get at
Under the old rules the combat phase went like this: 1)Declare attackers 2)Players get Priority (may cast instants and activate abilities at instant speed) 3)Declare blockers 4)Players get Priority 5)Combat damage is dealt but goes on the stack and is not applied yet 5.1)Players get Priority 5.2)Combat damage resolves from the stack and is applied (things die) 6)Players get Priority
For example this is how you would best handle things under the old rule (I'm not using Ball lightning anymore because using it to illustrate this concept would be foolish as you still take lots of damage):
1)You are attacked by a Raging Goblin and a Goblin Piker . 2)No actions 3)You block Goblin Piker with Mogg Fanatic 4)No actions 5)Combat damage on the stack 5.1)Sacrifice the Mogg Fanatic to deal 1 damage to the Raging Goblin. Raging Goblin dies. 5.2)Combat damage resolves, you take 1 point of combat damage from the Raging Goblin's damage from the stack. The Goblin Piker attempts to deal 2 combat damage to the Mogg Fanatic, but it's no longer there so the damage whiffs. Mogg Fanatic's combat damage resolves and hits the Goblin Piker for 1 point, killing the Goblin Piker. 6)No actions
The end result under the old rules: You take 1 point of combat damage and lose your Mogg fanatic, but you kill both of your opponent's creatures.
Under the new rules the combat phase goes like this: 1)Declare attackers 2)Players get Priority (may cast instants and activate abilities at instant speed) 3)Declare blockers 4)Players get Priority 5)Combat damage is dealt and applies immediately (things die), players may not cast spells or activate abilities here. 6)Players get Priority
That same sequence of events under the new rules:
1)You are attacked by a Raging Goblin and a Goblin Piker . 2)No actions 3)You block Goblin Piker with Mogg Fanatic 4)Sacrifice the Mogg Fanatic to deal 1 damage to the Raging Goblin. Raging Goblin dies. 5)Combat damage is dealt and applied, you take no combat damage from the Raging Goblin. The Goblin Piker attempts to deal 2 combat damage to the Mogg Fanatic, but it's no longer there so the damage whiffs. Mogg Fanatic is no longer around to deal combat damage so the Goblin Piker survives. 6)No actions
You'll note that under the new rules it would actually be better for you to switch who you're blocking, but I was trying to keep the examples symmetrical so you could see what's happening.
The better choices under the new rules:
1)You are attacked by a Raging Goblin and a Goblin Piker . 2)No actions 3)You block Raging Goblin with Mogg Fanatic 4)Sacrifice the Mogg Fanatic to deal 1 damage to the Goblin Piker. Goblin Piker dies. 5)Combat damage is dealt and applied, you take no combat damage from the Goblin Piker. The Raging Goblin attempts to deal 1 combat damage to the Mogg Fanatic, but it's no longer there so the damage whiffs. Mogg Fanatic is no longer around to deal combat damage so the Raging Goblin survives. 6)No actions
The functionality of Timberwatch elf doesn't change unless you want to deal LESS combat damage for some reason. If you wanted to deal less damage and just have a higher toughness, then you would activate Timberwatch's ability during step 5.1. Otherwise just activate the Timberwatch in step 4 of both the old rules and the new rules to get both more damage and more toughness. The same goes for Holy Day / Fog , just activate them in step 4.
Another Example:
On the other hand Morphling is now significantly worse because it used to be that you could turn it into a 5/1 during step 4, put combat damage on the stack in step 5, then turn it into a 1/5 in step 5.1, and have it kill an Earth Elemental and still survive against that same Earth Elemental because the Morphling had 5 toughness when the Earth Elemental's 4 points of combat damage resolved in step 5.2. Now, under the new rules you have to choose whether you want to kill the Earth Elemental or save your Morphling, you can't do both.
My apologies for the wall of text, but I hope this helped.
******************************************************************************************************************************************************************************************** From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature. ******************************************************************************************************************************************************************************************** Post #777
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8 months ago ::
Oct 05, 2012 - 12:03PM
#16
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I don't mind the wall of text, but I'm still a bit confused. Maybe I'm just completely lost, but, it looks like the new rules are in fact somewhat more akin to the old OLD rules, before the stack existed.
Talk about evolution of a thread. I hope the OP isn't upset at the hijacking of thread subject...
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8 months ago ::
Oct 05, 2012 - 12:30PM
#17
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Date Joined:
Jan 19, 2010
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I don't mind the wall of text, but I'm still a bit confused. Maybe I'm just completely lost, but, it looks like the new rules are in fact somewhat more akin to the old OLD rules, before the stack existed.
Talk about evolution of a thread. I hope the OP isn't upset at the hijacking of thread subject...
I didn't start playing until Invasion so I don't know what the pre-sixth edition rules were so i can't help you there. All I know is that from the time 6th Edition was released to the time M10 was released combat damage went on the stack before it resolved. After that, WotC made combat damage bypass the stack.
As for hijacking the thread, the OP asked for explanations of rules changes since he stopped in 2004 so we're still on topic.
******************************************************************************************************************************************************************************************** From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature. ******************************************************************************************************************************************************************************************** Post #777
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8 months ago ::
Oct 05, 2012 - 1:17PM
#18
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True, they did ask...
Honestly, there have been so many rules changes since I started playing this game that I get confused sometimes. I used to be the "rules-lawyer" of the group. Nowadays, sometimes I so lost it takes 15 minutes just to solve a simple disagreement.
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8 months ago ::
Oct 05, 2012 - 10:42PM
#19
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Date Joined:
Apr 29, 2008
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So you have to buff before your attack? Play all spells, declare attackers and then wait for any inturpts to be played then attack damage is counted? So I would have to pre sack golbins to Clickslither then order the attack with him because if I order the attack I can not buff him if he is blocked with a bigger critter?
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8 months ago ::
Oct 06, 2012 - 4:26PM
#20
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Date Joined:
Jan 19, 2010
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So you have to buff before your attack? Play all spells, declare attackers and then wait for any inturpts to be played then attack damage is counted? So I would have to pre sack golbins to Clickslither then order the attack with him because if I order the attack I can not buff him if he is blocked with a bigger critter?
No you can still activate abilities after you attack and after blockers are declared.
From your answers I'm beginning to suspect that you never knew about combat damage on the stack. In which case absolutely nothing has changed for you. I was trying to explain a "rules trick" to you that applied under the old rules that people in the know used to take advantage of. However I can see I'm just confusing you and I suspect that's because you'd never heard of it in the first place. Just carry on playing as you used to, nothing will have changed the way you play your combat if you never knew about combat damage on the stack in the first place. Combat damage on the stack was counter-intuitive and easily confused and frustrated players who didn't know about it (that's why it was removed).
Short answer: Forget I said anything.
If you are still curious about how it worked under the old rules then I'm afraid I can't help you anymore. That wall of text was my best effort at trying to explain it and if you can't follow my text description (and I admit it is difficult to follow) then probably the best way for you to understand would be to ask someone in real life who did know about it and get them to show it to you.
******************************************************************************************************************************************************************************************** From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature. ******************************************************************************************************************************************************************************************** Post #777
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