Embracing M10 rule changes

June 21st, 2009 by Dillon
Dillon

It was 3am and I had just got home and plopped on my bed. I turned on my macbook and began a quick check of gmail and my daily sites. In a sleepy haze I began reading the article on the changes coming in M10 at the wizard’s site. 

Changes sweep through the R&D department like spring cleaning. Aaron Foresythe’s article on these changes was like a tangent about all the imperfections in the game that they had let slide for so long. Mulligans, tokens ownership, Lifelink, Damage on the stack, mana burn; it really was just a long time coming.

The real kicker here is damage on the stack. I personally embrace the direction combat is taking. I had a very long discussion with a great magic player I know who is debating whether or not to quit the game. He told me that the removal of damage on the stack is tearing away the skill of the game. He then brought up Sakura Tribe Elder and Mogg Fanatic, how they are dead and how there are no more tricks. I admit that they got a lot worse, but at the same time, they weren’t filled with skill either. I know people that when they first learned how to do tricks with damage on the stack, they felt like the best players.

Think about Mogg Fanatic for a second, isn’t the play always just “damage on? sac him and ping you/that for 1″. He was just a one trick pony if you really think about it. He was almost never killing the thing he was blocking, but rather assisting some other creature in lethal or just getting in there for some more damage. Killing some random x/1 isn’t what he is known for, but rather being able to block you from taking damage and then hurt the opponent. Has he changed all that much with damage leaving the stack? No. He can still block, prevent you from taking non-trample damage and ping the opponent. 

Lets say there is a 3/1 crashing at you, and you have the Tribe-Elder as a blocker. You have a choice, does he block for lethal or does he slither into your deck and grab a land? The better player only gets better with these rule changes. Until all the creatures have their “correct play” pinned on them, like Mogg Fanatic and Sakura Tribe-Elder.

Creatures like Ravenous Baloth did get considerably worse from this change, but again, the better player will still win through skill, because there is still so much skill necessary to outplay your opponent. It is not losing any at all, but perhaps gaining it for the time being while the rules are still a shock to many copycat players.

The thing about Magic R&D is that they are always right with their decisions. I have yet to be disappointed with their decisions. I remember seeing Planeswalkers for the first time and thinking “What are they doing to this game?”. I think I can honestly say that Planeswalkers are one of the greatest things to happen to Magic. I personally am behind all of R&D’s decisions.

Lets talk about the new dual lands. Comes into play untapped if you control a basic land of the two corresponding types. Again, I was upset at first. The more I thought about it, the more I like them. I foresee the death of 5 color decks, the uprising of mono color decks, and a slower pace of mana fixing after those vivid lands get pushed. Terramorphic Expanse should perhaps get reprinted to help out their dual lands. I hate seeing that vivid land/reflecting pool garbage. “I like Broodmate Dragon but there isn’t really a deck that is good with those colors, or has a slot for it…oh wait, I can run all three colors! I also like Ajani Vengeant, Plumeviel, Putrid Leech, Cryptic Command and Bloodbraid Elf. Lets run them all!” That is just annoying. Anathemancer will soon be gone from view because non-basics will be a thing of the past. I hope. 

M10 will also bring some interesting reprints like Ball Lightning, Lightning Bolt and my personal favorite Duress. The power level of these cards is a clear indicator of where they see their game going.

I will be attending Grand Prix Boston at the beginning of August. I am very excited to be able to use M10 right out of the gates for an endless weekend of booster cracking, hotel charades, and random tournaments into the middle of the morning. I’ll be taking a 4-day weekend off of work for this endeavor.

My fellow team member Zak plays a format called DC10, a format my area knows as Type IV. The other night I had an idea to draft it. I pretty much shuffled a pile of rares and put them into piles of 15. I drafted Progenitus beat-down. 1st pick Progenitus, into second pick Finest Hour kind of sealed the deal for me. I had some really great synergies in my 40 card deck. I am considering making my own pampered Type IV brick of cards. Maybe on my down-time between M10 and Zendikar. Drafting piles of rares is just hilarious. Kind of like my Star Trek party in a couple weeks. I will have my box of M10 by then so lots of drafting will ensue with laughter wrapped in U.S.S Enterprise outfits. James Kirk drafting G/B.

Well, I will be waiting eagerly for M10 spoilers. In the meantime I will ponder over how great Lightning Bolt will be, how over-hyped Ball Lightning will be, how over looked Acidic Slime will be, and how under appreciated the new duals will be.

Dillon

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4 Responses to “Embracing M10 rule changes”

  1. Norm Says:

    Good post. I’m glad that not everyone is complaining about the rules changes. I am also looking forward to M10 and the new dual lands. Good stuff.

  2. Dillon Says:

    I actually am starting to like these duals more and more. Norm you should go to Grand Prix Boston with my friends and I.

  3. Alan Says:

    I am getting into the game again after not having time to play for years (since urza’s saga). I really like that the game is getting back to clean fantasy classicism instead of a ton of muddled ideas and multicolor decks, flying off the synergy of a few, almost random seeming, combos. 2010 reminds me of unlimited play and the early days (monocolor /dual color decks ruled) before everyone started to run all double lands and the power nine.

    Thinking back my first tournament deck was all red: shivans, granite gargoyles, dragon whelps, ruhk eggs, stone rain, wheel, lightning bolt, fireball, disentegrate, gauntlet of might, strip mines! I came in second losing to blue/white with counters/serra angels(wrath of god and mishra’s factories was the real power of the deck). Those were the days. I don’t see any reason why they shouldn’t reprint the gauntlet (with all the artifact destruction these days)!

    I am trying to familiarize my self with the rules again so maybe i can make some events again. good luck in boston!

  4. Evan Says:

    I got back into Magic quite recently after a hiatus of about 12 years (I left around the time of the Mirage block). This meant that I missed the 6th Edition rules changes. I was very amused by all the angst over “damage on the stack” going away. When I first heard about the change, I asked what it meant and was told you could no longer sacrifice a creature and have it still deal combat damage. My response was, “What? There was never a time when you could sack a creature and have it still deal damage! That wouldn’t make any sense!”

    I like the change (or reversion), although I think it could have been better implemented. Personally I’d prefer to simply make a rule that a creature which leaves the battlefield has its combat damage removed from the stack. Admittedly, it’s an exception to the usual principle of effects being independent of their sources, but it achieves the goal without the need for convoluted rules about assigning damage, special exceptions for deathtouch, and so forth.

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