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Switch to Forum Live View 5th Edition Rule Set Question (Tapping)
3 months ago  ::  Feb 21, 2013 - 2:40PM #21
Bowshewicz
Date Joined: Apr 12, 2012
Posts: 1,665
Vintage games are perfectly playable using the current ruleset. The updated rules do their best to keep functionality and intent intact.

Is there a specific reason you wanted to play with the old rules? I feel that the new ones play about the same, but they're cleaner and there are fewer ambiguities.
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3 months ago  ::  Feb 21, 2013 - 2:47PM #22
Enigma256
Date Joined: Jul 28, 2010
Posts: 13,873
the only real substantial change is damage on the stack and mana burn
so instead of using outdated rules just add those rules to the current rules as houserules

that should work much better
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3 months ago  ::  Feb 21, 2013 - 2:51PM #23
SiNNiX
Date Joined: Feb 18, 2013
Posts: 32

Feb 21, 2013 -- 2:40PM, Bowshewicz wrote:

Vintage games are perfectly playable using the current ruleset. The updated rules do their best to keep functionality and intent intact.

Is there a specific reason you wanted to play with the old rules? I feel that the new ones play about the same, but they're cleaner and there are fewer ambiguities.




The reason we don't play with new rules is that we don't like how mana burn no longer exists.  My Saproling deck, for example, can easily produce 30 green mana in a reasonable amount of time (an absurd amount of mana-producing elves and 4x Priests of Titania make this possible), but it isn't fair if I can simply tap 2 of my Priests of Titania to float 12 or 14 mana, and then just use it on a Decree of Savagery.  I should be penalized and take the burn for the unused mana, just like in the old days.

Also, what have they changed about how damage goes on the stack?  I didn't know about any changes to how that works. 

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3 months ago  ::  Feb 21, 2013 - 2:54PM #24
Enigma256
Date Joined: Jul 28, 2010
Posts: 13,873
since M10 damage no longer uses the stack

so for example Mogg Fanatic can no longer deal combat damage and be sacrificed for damage
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3 months ago  ::  Feb 21, 2013 - 3:07PM #25
K-Mogg
Date Joined: May 15, 2001
Posts: 3,425
To Clarify Combat damage no longer uses the stack.  (damage never did)

But if you are familar with 5th edition rules it should be the same, combat damage didn't start using the stack until 6th edition.
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3 months ago  ::  Feb 22, 2013 - 3:54PM #26
jeff-heikkinen
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Date Joined: Aug 13, 2001
Posts: 8,354

Feb 21, 2013 -- 8:47AM, LoveMonkey wrote:

The rules I quoted came from the 5th edition rulings link the OP provided, I did not word them myself.  SiNNiX wanted to find the rules that told him what he already believed.  To me, the first rule says that the cost of activating an ability is paid when it is announced, the Prodigal Sorcerer is tapped, which is before the interrupt window.  The second rule says that even though you can [attempt to] tap an already tapped permanent it will have no effect on the permanent.  If that doesn't confirm what he was asking, please direct us to the rule(s) that do(es).

Cheers



Thanks for making your intention clear. In that case, my post was mostly pointless and we are in agreement.

In my defense, when you just post some rules with no context, it's hard to tell what you might be getting at. My worry was that the rules you posted could be misread, by you or others, as meaning tapping prevented the ability simply because it resolved sooner (this is a common misunderstanding under any version of the Magic rules).

Jeff Heikkinen
DCI Rules Advisor since Dec 25, 2011
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3 months ago  ::  Feb 22, 2013 - 4:32PM #27
Kunovega
Date Joined: Feb 16, 2013
Posts: 106

Feb 21, 2013 -- 9:00AM, SiNNiX wrote:

So spells go on the stack, and abilities go on the stack, but tap abilities don't go on the stack?  I guess that's what confuses me.




tap abilities do go on the stack; but once created they are independent of the card that created them

think of it as the card casting a spell, that spell is now on the stack regardless of what happens to the card


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3 months ago  ::  Feb 22, 2013 - 4:35PM #28
Kunovega
Date Joined: Feb 16, 2013
Posts: 106

Feb 21, 2013 -- 2:51PM, SiNNiX wrote:

Feb 21, 2013 -- 2:40PM, Bowshewicz wrote:

Vintage games are perfectly playable using the current ruleset. The updated rules do their best to keep functionality and intent intact.

Is there a specific reason you wanted to play with the old rules? I feel that the new ones play about the same, but they're cleaner and there are fewer ambiguities.




The reason we don't play with new rules is that we don't like how mana burn no longer exists.  My Saproling deck, for example, can easily produce 30 green mana in a reasonable amount of time (an absurd amount of mana-producing elves and 4x Priests of Titania make this possible), but it isn't fair if I can simply tap 2 of my Priests of Titania to float 12 or 14 mana, and then just use it on a Decree of Savagery.  I should be penalized and take the burn for the unused mana, just like in the old days.

Also, what have they changed about how damage goes on the stack?  I didn't know about any changes to how that works. 




the few places i have played where they wanted to keep mana burn; they still updated all of the other rules. the game makes much more sense with the current ruleset and is much easier to figure out issues.

you can always just have the house rule for mana burn

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