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4 years ago ::
Jun 10, 2009 - 6:04AM
#41
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Date Joined:
Oct 11, 2007
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I'm looking forward to the challenge of adapting the way I play. And we haven't seen what they're going to do with the new design space yet.
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4 years ago ::
Jun 10, 2009 - 6:04AM
#42
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Date Joined:
Mar 13, 2004
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I thought the removal of mana burn was bad but I could live with it.
Combat Damage no longer uses the stack is a giant piece of crap. It removes so much strategy from the game it is unbelievable.
These rules changes are a giant "**** you" to everyone who can actually play the game.
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4 years ago ::
Jun 10, 2009 - 6:11AM
#43
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Battlefield - Much more of a good term when used in proper scenarios, as no longer In as was spoiled, but Onto the Battlefield. The term feels a lot less "Help me, I'm trapped IN a box" style. Cast - Simpler term to understand, especially when you teach kids often enough how to play. I'm going to have to redu some teachings now to a few at our local card shop. Including Lifelink, all over again, to adults older than myself. Exile - Cool to say and so much easier to understand than RFG expanded. Beginning of the End, Step - This helps with so many misunderstands. I myself could not figure the different between how Kiki-Jiki can save his tokens for combat and  abilities between two turns, but couldn't take control with split second more than the one. Mana Be Gone - Well floating mana didn't make much sense in flavor, guess it makes sense to remove mana each step now, doesn't have to be explained now. Burn Be Gone - This one seems bad to remove. Few cards become neutered, yes, but flavor-wise, a Mage with 30 mana currently charged up in his/her hands, you would think would combust the mage if not discharged into a spell or action. On a plus side, Myr Moonvessel can be used now in normal decks without the past easy drawback. Tokens for Me - I can see how ownership can work in the Hunted cycle. Yours is Yours, Mine is Mine. Combat off the Stack - I see very easily the situation to describe it best. "Is my head cut off yet, can I die now?" I also see the Attacker deciding order works, since the attacking creature would be the one to decide who he/she/it attacks first. Block with 1,000 squirrels, I don't think the squirrel in the far back really could block the attack first. Deathtouch - Must simpler to understand the double death now. Adding combat rules also helps out the reason for the ability before this change. Acidic Slime is a very nice Creeping Mold in creature form. Lifelink - Turning the ability into Death Grasp with X as the damage done, really does take out a step. Such as say an old combo that will come back, Crypt Rats with Vampiric Link , even at 1 life?
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4 years ago ::
Jun 10, 2009 - 6:31AM
#44
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Date Joined:
May 23, 2004
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I was also left speechless upon stumbling to number 5. But after reading it whole, twice, and thinking of the fun and easy time new players will have with the new rulebook, I'm even excited to see this implemented.
Now for a little rant: you guys really think yourselves so smart and 'skilled' for sacrificing a creature after damage was in the stack? Even 1400s do it regularily. Sure it was a rush the first time you said 'upon damage on the stack, I play...', but get over it. Damage on the stack handling was mostly automatic, and the real awesome plays, the ones no one expects, will still happen in a different fashion. Well, even if you didn't make those kind of plays, I bet you will have plenty of chance for feeling the better player when your opponent messes the order of blockers (or you play something mundane taking advantage of his order).
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4 years ago ::
Jun 10, 2009 - 6:35AM
#45
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Imgaine my surprise to wake up to this this morning as it was linked by bubba from my latest podcast (first I heard about it).
My initial reaction was 'meh' as well to everything but the damage on the stack change. This is a big deal and my first thought was "I hate this change."
I continued to ponder it as I went through my moring routine and have since upgraded my reaction to "This change is bad for good players and good for bad players, that's why I don't like it.".
Essentially, they've removed one of the biggest gaps in player skill from the game. So much game tempo (in drafts and sealed anyway) is based on a turning point in a combat phase. Dumbing this down (which is what they're doing) reduces that gulf between player skill which reduces the edge that they once had. Sure, there are still some tricks that will be important, but all in all, the below average players just got a gift from WotC.
To that end, I expect that as time passes that these changes will be liked. Namely because the players who weren't good enough before suddenly become on par with the good players now. There are a lot more sub-par players than there are above par players, so as they start to win from these changes they'll begin to think that they were fantastic ideas. Meanwhile, the previously above par players will bemoan them, as they start losing to the previously weak players. Of course, this doesn't apply to the truly bad players. Good players will still be able to outplay them in other ways, but the amount of opportunities to outplay the sort of bad players certainly has shrunk.
And I'll say that I still don't like the change to combat. It seems that too much has changed for too little gain.
MTGO SVCL - Ask me for help if you're lost or confused!
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4 years ago ::
Jun 10, 2009 - 6:37AM
#46
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Date Joined:
Apr 19, 2008
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Uhm the damage is a bit awkward right now since we are so used to how things are now, but it still has it's tricks and some cards will probably get printed with new ideas to manipulate stuff. The change is pretty big sure, but for now I find it more awkward than hatefull.
My Nantuko Husk deck goes in the garbage though, maybe should make a Wake Thrasher deck now instead..
our new, happy life
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4 years ago ::
Jun 10, 2009 - 6:50AM
#47
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Date Joined:
Aug 26, 2005
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Like people have said, this significantly nerfs sacrifice effects. Look at a card like Phyrexian Vault : Under current rules, you spend a card on the vault and one on your creature. If you manage to block a creature, assign lethal damage, and then sacrifice the creature for a card, all you did was break even on card advantage. You don't gain a card unless you manage the same trick a second time, and even then you spend a lot of mana just to get to +1 cards. Now, the best you can do is -1 cards and prevent some damage to yourself via chump blocking. I'm really bummed out by these changes. My favorite cards are Sage of Lat-Nam and Pentavus , both of which are great for combat damage step sacrifice tricks. The MTGO crowd in general got screwed pretty bad on these changes, because the structure of the program makes it pretty easy to learn the combat rules. I can see the flavor argument, but interesting game play is more important than flavor. Besides, it's not like the new combat system is free of non-intuitive idiosyncrasies. The developers should have let this one be. New players need to learn how the stack works anyway, so I don't see the big deal with making damage use it.
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4 years ago ::
Jun 10, 2009 - 6:51AM
#48
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Date Joined:
Mar 11, 2009
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I quite magic around 5th edition (Exodus to be exact) and came back during time sprial so I had ot learn all te 6th edition changes and the fact that unsummon is by favorite battletrick these days says a lot about the strategy it added. that said.. unsummon working the way it does is still dumb and unintuitive so I am not sad about it from that perspective.
I am sad about the new damage assignment rules. they stink. And jsut for the reason that I cannot do x-2 damage each to a bunch of critters and then finish them all off with a pyroclasm.
It is going to take a LOT of getting used to the new stack...
I imagine the M10 beta will be the most heavily played Beta ever as anyone smart will want to make sure they are used to the new rules.
Calavera on MTGO I collect Zendikar Foil Basic lands. Trade me yours! Things that I want to see changed on MTGO: 1: 64 man drafts added to rotation of Events. 2: Visual/Audible Notification of disconnect, deckbuild/afk time expiring and round starts. 3: Prize Payouts as close to draft sets as possible. 4: Rotate Classic draft queues monthly! 5: MOCS level events for Classic/Pauper 6: Power 9! 7: Award Promo Cards for Constructed PEs (esp for Legacy/Classic) 8: Program Split option back in! 9: Set Favorite version in deck editor (i.e. always use x swamp) 10: Better sorting of gold cards in deck editor. 11: Bring leagues Back!
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4 years ago ::
Jun 10, 2009 - 6:55AM
#49
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Date Joined:
Aug 22, 2008
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A quick question before I chime in...the way I am reading the changes, does this mean that unless a creature has deathtouch you MUST assign lethal damage to a creature before you can assign damage to a 2nd creature? If that's the case, this change has much more widespread impact than they are anticipating. For example, let's say that I have a 4/4 that is being blocked by four 3/3's. Under the pre-existing rules, I could assign 1 damage to each of those creatures, and then during the 2nd main phase I could clear the board with a Volcanic Fallout . If I'm reading the new rules right, the best I can achieve is to kill two of the creatures. Talk about eliminating some strategy.
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4 years ago ::
Jun 10, 2009 - 7:07AM
#50
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Essentially, they've removed one of the biggest gaps in player skill from the game. So much game tempo (in drafts and sealed anyway) is based on a turning point in a combat phase. Dumbing this down (which is what they're doing) reduces that gulf between player skill which reduces the edge that they once had. Sure, there are still some tricks that will be important, but all in all, the below average players just got a gift from WotC.
To that end, I expect that as time passes that these changes will be liked. Namely because the players who weren't good enough before suddenly become on par with the good players now. There are a lot more sub-par players than there are above par players, so as they start to win from these changes they'll begin to think that they were fantastic ideas. Meanwhile, the previously above par players will bemoan them, as they start losing to the previously weak players. Is this why they hid ratings on MTGO? Did they know about the huge shakeup in the rules and want to remove information that could be used against them in complaining about the change?
I keep looking at events over the last few months in a new light because of this.
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