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Magic 2010 Rules Changes - Reactions & Analysis

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LeafChange has come to Magic the Gathering.  For the first time in more than ten years basic rules of game play are being tweaked more than just a little bit.  The purpose of Magic 2010 from the outset has been to involve and recruit more 'casual' players to the game.  A not un-noble effort.  In fact one we as dedicated MTG duelists should embrace and celebrate as it may mean more people in our own play groups.  However that is not to say these changes should be ushered through our collective sieve into our casual environment without scrutiny.  Indeed quite the opposite.  We need to look at each change for what it is, and what it could be.  In that spirit, here at GatheringMagic we are doing our part to see where this winding road is taking us and if we want to go there.

[caption id="attachment_2838" align="alignright" width="250" caption="M10 is bringing more than just 150 new cards"]M10 is bringing more than just 150 new cards[/caption]

Before we discuss specifics allow a brief descriptive paragraph.  These rules vary in scope and importance.  A few of them alter nothing but the words that come out our mouths during a match.  Some shift the way we have played since Alpha, Beta, or whenever we first walked the various planes.  In order to sort these rules, we offer a three category system. First, we have the cosmetic changes or rules and text base changes that don't alter game-play in any manner.  Second there are the strategic changes.   These may not alter the core systems established within MTG, but they do alter many important high-level interactions within each duel.  That is a kind way of saying they remove some strategic elements. Third, the fundamental changes that warp even our most deeply held understanding of the game for better or worse.

Cosmetic Changes - These are alterations in rules wording or game-text that do not make any difference in the way each game is played.  In point of fact, they have been included to give the game itself a superficial make-over.  Designed to bring in new players these rules are part of the effort to reconnect with MTGs fantasy roots.  For example playing a spell is not longer referred to as 'playing'.  You are now 'casting' that spell.  Hmm, seems familiar.  That is because wizards were 'casting' spells long before WotC told them they were 'playing' spells instead.  In the grand scheme of things the original change has become irrelevant and we are back to feeling a bit more magical about our craft.

[caption id="attachment_2839" align="alignleft" width="223" caption="not what it once was"]not what it once was[/caption]

Two other changes in wording involve game zones: the battlefield, and exile.  The battlefield is basically what 'in-play' was up until about two days ago.  Exile is the space where 'removed-from-the-game' cards lie, and is now wholly separate from cards that are simply not in the game at all.  Basically there are now two groups of cards that are out of the game, and we have a new key-word to label one.

Lastly, we have a minor change to the final step of each turn.  End of turn abilities now trigger/resolve during what is called the beginning of the end step.  Meaning you can play spells during this time if you want.  Yes, you always could but now we've captured that WotC key word 'intuitive.'

Strategic Changes - Here we have the meat of these rules changes.  Differences that can make a serious impact on who wins and loses.   Well, except for the simultaneous mulligan rule.   A piece of tournament fodder that corrects the perceived issue of, and I'm not making this up, time spent shuffling.  If this beauty had been released by itself I don't think anyone would have noticed.  Although kudos to Wizards for fixing a problematic system no matter how insignificant.

Major stress may not result from simultaneous mulligans, but most certainly will from our next rule.  Combat damage no longer goes on the stack with every other ability.  Much like the untap step the damage phase just is.  Say goodbye to blocking, waiting until damage is on the stack and then sacrificing/tapping a creature for some added ability.  That means you Mogg Fanatic, oh and you too Greater Gargadon.  No longer will you be the dumping grounds for creatures that have 'died' in combat.  No more two-for-ones.  This seems like the biggest change in the average game of Magic and one I hope WotC has thought out thoroughly.

[caption id="attachment_2840" align="alignright" width="223" caption="why change the card to fit the rules when you can do the opposite"]why change the card to fit the rules when you can do the opposite[/caption]

In a avalanche of rules tampering caused by this, there are now new ways to block, an exception for deathtouch, and another for lifelink.  Blocking has a complicated new wrinkle that we do not have the space to explain.  Again here is the link, scroll down about half-way for a closer look at the new assign blockers step.  Simply put, you are no longer allowed as an attacker blocked by multiple creatures to assign damage any way you like.  Meaning your 4/6 can't divide combat damage equally between two other 4/4s and finish them off later with a Pyroclasm.  All well and good.  Except now deathtouch as an ability changes the way blocking damage is assigned.  Basically, as long as your attacker has deathtouch the damage assignment works exactly the same as it once did for all creatures.  This seems to be counter to the 'let's make it simple stupid' game plan WotC adopted recently.  Why did they make this change?  To keep deathtouch relevant.  Finally, because damage from combat no longer uses the stack, lifelink does not either.  If you are at 4 life and your opponent attacks with an unblocked 5/5 that you previously lifelinked you no longer die before the life gain occurs.  The gain/loss is simultaneous.  (Ed note: my casual group played this way before because it always made more sense.  Now we will enjoy having one less house rule.)

The last strategic change is another example of seemingly harmless errata with one big exception.  Instead of banning a card (something WotC views as akin to admitting failure) they made a small tweak to the rules seemingly bent on nerfing a single card: Warp World.  The old way?  Tokens were owned by the player responsible for their existence.  Rules change?  Tokens are now owned by who ever has control of them when they come into play.

[caption id="attachment_2841" align="alignleft" width="223" caption="should i burn this now, or wait until july?"]should i burn this now, or wait until july?[/caption]

Fundamental Changes - It may seem overkill to have an entire separate category for a single change, but the change here is so foundation shaking one category may seem a tad small to fit it.  Beginning with the release of Magic 2010 there will be no more mana burn.  None.  Tap your lands at will and suffer no consequences.  Some cards, like Power Surge, are rendered useless.  However, that is not the important point.  Mana burn is one of the rocks MTG is built upon.  It doesn't matter that it rarely comes up in game play or that when it does it is usually being exploited.  This is Wizards telling us to make fifty cards decks, or draw nine cards to begin play, or flip cards over instead of turn them on their side.  Its chaos!

Panicked reactions aside, this is a good thing.  As stated, mana-burn almost never rears its head and when it does the purpose is almost always evil.  This is a friendlier game where a person can use as much or as little of his hard earned resources without fear of retribution from the math gods. A brave new world and we are living in it, let's make the best of that.

In these next few days/weeks we at GatheringMagic will be playtesting these new rules and will bring you any an all updates of issues we have.  Or hopefully issues that have been resolved.  Please feel free to comment with feelings of your own, or stories about interactions with the new rules.

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