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Showing posts with label rules changes. Show all posts
Showing posts with label rules changes. Show all posts

5.23.2013

M14 Rules Change

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Happy Thursday MTG peeps,

As we here at MTG Realm were contemplating all the new Magic 2014 core set cards (and already planning preorders at MTG Mint Card), we were taken completely by surprise by the rules change announcement on the mothersite today (these rules tweaks typically come at this time).  Anywhoos, we suggest you click on over to read what Magic: the Gathering changes there may be - these can be here and here - brought to you by the dashingly hansome WotC Rules minion Matt Tabak, and his compatriot Sam Stoddard.

For those of you whose clicky finger is tired, please read on . .
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The Legend Rule
Essentially, Wizards of the Coast found that games where players used their Planeswalkers to continuously nullify each other weren't particularly interesting, and overall it made Planeswalkers less fun as a result.  Hence the new tweak which is scheduled to take effect on July 13, the date of the Magic 2014 Core Set Prerelease. On Magic Online, the changes will go live on or around July 24, the date of the Magic 2014 Core Set build.
The "legend rule," rule 704.5k - current rules, any time two or more legendary permanents with the same name were on the battlefield, they would all be put into their owners' graveyards as a state-based action. Under the new rules, any time two or more legendary permanents with the same name are controlled by a player, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

• Both players can now control legendary permanents of the same name.
• A player can only control one of each legendary permanent of the same name.
• A player gets to choose one legendary permanent to keep if he/she has multiple legendary permanents of the same name.
• Thus, legends can no longer be used to "kill"/"remove" opponents' legends.

The "Planeswalker Uniqueness Rule"
Here's the new rule # 704.5j which states that if a player controls two or more Planeswalkers that share a Planeswalker type, that player chooses one and the rest are put into their owner's graveyards as a state-based action. Again, you no longer have to worry about what other players control. 


The Sideboard Rule
Previously, your main deck was sixty or more cards and your sideboard was either fifteen cards or zero cards, indicating you weren't using a sideboard. With the new rule, your main deck is still sixty or more cards but your sideboard is now up to fifteen cards.

Additionally, you are not required to swap cards between your main deck and sideboard on a one-for-one basis. For Games 2 and 3 (and so on), as long as your main deck is sixty or more cards and your sideboard is no more than fifteen cards, you're good.
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12.20.2011

B and R Update

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Happy Tuesday MTG peeps,

The Magic the Gathering community at large have been for the last few weeks been contemplating and speculating on today's Banned and Restricted (B&R) cards update. While some players incorrectly guessed that Hovermyr was to get the ban-hammer, most did guess correctly and fingered Wild Nacatl to crumple under the new update. These regular updates to rules, as well as the banned and restricted list by Wizards of the Coast are effected to ensure the continued variety and health of each of the following formats : Standard, Modern, Extended, Block, and Two-Headed Giant. For the full Magic the Gathering rules (issued today 12/20/2011) effective 1/01/2012, wing on over HERE. For the full document click on over HERE.

The 'Modern' format is a non-rotating format consisting of sets from essentially any and all cards from 8th edition forward (black-bordered cards) which is gaining popularity with players. One popular deck archetype in this format is the creature-based aggro 'Zoo' build of which Wild Nacatl was a 'go-to' card. This one-drop giving you a 1/1 creature can rapidly advance to a 3/3 body should you contro a Plains and a Mountain. Although not format-warping, Wizards did feel that the format would be healthier without it.
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The other card to get banned from Modern is Punishing Fire. Punishing Fire, when combined with Grove of the Burnwillows, gives a repeatable 2 damage for 3 mana which can be devastating to weenie decks. This combination provides a one life gain to your opponent but can wreck your opponent's ability to field any offense against you.












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Something else which may be of interest to MTG Realm readers who may venture off the kitchen table and into the tournament arena - WotC has just released an updated Infraction Procedures Guide, also go into effect on January 1, 2012. Here are the summary of the changes to expect:

General: Language fixes, particularly streamlining the opening sentence of each section. Terminology fixes.

1.4: New section on Optional Abilities.

3.1: Important changes - Opponents are no longer responsible for triggers. Some triggers are optional and handled differently. Missed triggers being put on the stack now go on the bottom. Actions are completed before doing so. Players other than the controller of a trigger are under no obligation to point out that a trigger has been missed, though they may do so if they wish.

3.5: Clarification for when Improper Drawing at Start of Game applies.

3.7: Failure to Maintain Game State does not apply when the opponent misses a trigger. The Judge must believe intention here.

4.3: Attempting to perform a loop with an indeterminate end point is now Slow Play
such as derping around (reviewing / taking notes) without any significant change in game state.

4.7: Added a reminder of the Player Communication Rules to the philosophy.
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That's it for now, until tomorrow's post MTG Realm reminds you to play it safe - always use card sleeves.
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3.18.2011

Friday Post Potpourri

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Happy Friday MTG peeps,

Today, being Friday, MTG Realm brings to you another ad-hoc collection of updates for you the Magic the Gathering Player. Right off the hop, don't miss out on the opportunity to rub shoulders with like-minded geeks 'n' gamers of every variety at the Toronto Comic Con 2011 / Wizard World Convention this weekend March 18 / 19 /20. If you get any Magic-related pics from the show, eMail us and we'll post 'em. Make sure, if you have not, review this week's posts to ensure you've not missed anything -
  • Japan in Crisis (Mar 17, 2011) and what MTG Mint Card is doing to help,
  • CCG House Interview (Mar 16, 2011) we find Shane is a stand-up decent store owner and online retailer,
  • Action Packed (Mar 15, 2011) images of Mirrodin Pure / New Phyrexia packaging, and
  • Innistrad Announcement (Mar 14, 2011) a name and an art for the first set of the next block leaves us to speculate players may see vampires, werewolves and monsters in future games.
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Time now for some sweet Magic the Gathering wallpaper from the next set 'Acation' to refresh your stale electronic background . ..

Brutalizer Exarch Wallpaper
illustrated by Mark Zug

iPhone
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Ravarshi from the forums pointed out that the staff being used by this toothy lil' munster appears similar to that of Chimeric Staff (an artifact / construct from Tenth Edition) - good call. Still just an art.
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Alloy Myr Wallpaper
illustrated by Matt Cavotta

iPhone
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!! Cuteness Overload !! We can imagine Veruca Salt of Willy Wonka fame shouting 'Daddy, I want that Myr right NOW!'. Anywhoos - loads going on with the art - check out the multitude of colours - we're hoping for an Etched Champion / Myr hybrid here.
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Darksteel Relic (wallpaper)
illustrated by Daniel Ljunggren

iPhone
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Flavour text from site :

It is said that once a trinket was created by a curious man of silver, come into the fullness of his powers and beginning to refine his craft. Though the least of his treasures it was among his most valued. Held close to his chest it had a centering influence on his thoughts, and in the eternal play of light around it and the whirring sound that followed he found a useful meditation. No more constant companion did he have. But in due course he faced another wielding powers like unto his, and in the exchange of terrible magic that followed it slipped by the wayside. There among the razorgrass it lay hidden for a time, ever whirring softly.

Another man of silver rose to prominence, though this one was much unlike the first. While fleeing from the forces he sent to level her home a frightened young leonine stumbled upon it, kicking it with her foot. No omen so unusual could be ignored. Taken in hand, it exerted a calming influence. Everything was going to be okay. The world was not going to end, not today – surely this ancient thing had endured worse. That girl would grow and become a brave warrior, and then a kha among her kind, ever certain in purpose and unyielding in courage. She would not break before a mere trinket would. In this way her clan became famous, and the trinket was handed down – mother to daughter, daughter to son, until its wielder was pulled from the world entirely and it dropped to the ground to roll into a hole. There it nestled in the earth for a time, ever whirring softly.

A dark blight now slips its coils about the shining world, and the hope and strength its erstwhile masters once cherished begins to wither. But now another has found it, another holds it, another hears the comfortable hum cradling their mind. Ages it has endured, and still it is untarnished, still the ring of light orbits close about it. The world has not ended yet, or the trinket would not be here. And in that its wielder can draw strength, inspired by a symbol, ever whirring softly.

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And finally - from Wizards - a minor update to the Comprehensive rules :

As of April 1, 2HG teams get poison counters as a team, rather than individually, and the number of poison counters required for you to lose in 2HG is bumped Effective April 1, the rules for poison counters in Two-Headed Giant games are changing. Players will no longer get poison counters individually. Rather, teams will get poison counters. In addition, a team loses the game when it has 15, not 10, poison counters. The Comprehensive Rules will be updated to reflect these changes.

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7.14.2010

Rules Update 7-14

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We suggest you check out the mothership today (7/14/2010) for Mark L. Gottlieb's article titled simply as "July 2010 Update Bulletin". In this article, one will be able to check out Magic the Gathering Oracle and Comprehensive Rulebook changes to ensure you know the latest info for your favourite game.

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First up, we should yatter about the errata to the new M11 card, Elixir of Immortality.

Elixir of Immortality, 1
Artifact, Uncommon
Rules Text: 2
: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into your library.

The correction involves who exactly owns this artifact at the time it's activated ability is used. The two questions posed by the previous card wording were posed by Cosi's Trickster - 1) Who does the shuffling, and 2) If you and your opponent both own and control Elixir of Immortality, and you activate its ability. How many shuffles are there?

Name: Elixir of Immortality, 1
Artifact, Uncommon
Rules Text: 2
: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.

Essentially, the controller of Elixir of Immortality's ability, not the owner of Elixir of Immortality, does the shuffling, and there's just one shuffle in the case where the artifact is controlled by both players..

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Next rule change of interest involves emblems.

If you are unsure just what an emblem is, you are not alone. Currently there are no 'emblems' until the Oracle update goes live this Friday (7/16/2010). After this there will be only one card that can create an emblem: Elspeth, Knight-Errant.

The rule change involves the use of Elspeth's "ultimate" ability - "[-8]: For the rest of the game, artifacts, creatures, enchantments, and lands you control are indestructible." This affects any artifacts, creatures, enchantments, and lands you happen to control at any point for the rest of the game, and only while you control them. If you play a land later, it's indestructible. If your opponent gains control of one of your creatures, it stops being indestructible.

The questions posed were what if there was the same kind of ability that granted flying? Or +2/+2? Or shroud? These are things that affect the characteristics of permanents, so they'd affect only what you controlled at the time the ability resolved. Permanents that came in later would be unaffected. Permanents that were affected that your opponents gained control of would retain the bonus. It'd work very differently even though it was worded just like Elspeth. What Wizards wanted Elspeth to really do is to create a pseudo-enchantment with a static ability that works for the rest of the game. One that can't be destroyed, or stolen. An object with an effect that hovers over the rest of the game. We can do this. We can invent emblems.

The new wording would now go along the lines of this . . .

Elspeth, Knight-Errant wording
[+1]: Put a 1/1 white Soldier creature token onto the battlefield.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[-8]: You get an emblem with "Artifacts, creatures, enchantments, and lands you control are indestructible."

An emblem is a new kind of object, different from a card or a token. It's basically a marker with an ability on it. In fact, the ability is the only characteristic it has. Emblems have no color, name, card type, or anything else—just that ability. They live in the command zone, which is the same place that Archenemy schemes, Planechase planes, Vanguard cards, and EDH generals hang out. They're not permanents, and absolutely nothing can touch them or get rid of them, simply because no cards say that they can.

This change is being implemented now because this is the last Comprehensive Rules update before Elspeth vs. Tezzeret comes out. It doesn't really functionally change Elspeth at all, so she might as well start doing her new thing right away. The big question now is - does this mean there will be more emblem-creating planeswalkers in the future (we're looking at Scars of Mirrodin)?

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Lastly, just an update that MTG Mint Card now has the following editions back in stock !
2010 Core Set, Zendikar, Shadowmoor, and Shards of Alara.
Make sure to check out MTG Mint Card for English and Chinese M11 singles which are available for pre-order.

6.11.2009

M10 Rules Changes

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The world is changed. I feel it in the water. I feel it in the earth. I smell it in the air. Much that once was is lost, for none now live who remember it. It began with the forging of the Great Rules by the MTG Overlord Aaron Forsythe . . .

Well aren't these interesting times we live in. The Magic the Gathering fan community appear to be in a heightened state of frenzied discussion as to the new rules which were unveiled yesterday over at WoTC.

As with most news of this sort, the community appears somewhat polarized as to whether these changes are welcome or not. From some rants I've read, there are many who promise to quit the game altogether citing that the new rules have now 'dumbed' the game down. These are most likely the players who had crushed a casual player like me at FNM with elegant manipulation of damage on the stack. Others, myself included, are more accepting of the changes.

Perhaps I have more faith that I and other players will be able to develop and implement new strategies and tricks. This is evolution at its best. My goal is to win and am willing to adapt and evolve to reach this goal. Mind you, after the rules take effect come 17th July (next month), I find after extensive playing that the game really has become over-simplified (or 'dumbed down' - which I doubt), I would be willing to abandon the ship, give my collection away and take up another extreme hobby like gator wrestling or the like.

If you wish to submit opinions (whether positive or negative), I suggest you drop by the Magic: The Gathering Facebook fan page and make yourself heard. I advise against sending sending hatemail off to Aaron Forsythe or other WoTC staff - I'm certain they did not make the decision lightly.





ALSO - there now appears to be several polls out there regarding the new rules changes with the release of Magic 2010 . . . this is me jumping on the bandwagon. Very simplified, and only looking at three of the bigger changes - give a 'Pump It' or 'Dump It'.

I'm sure we will hear a lot more on this and I hope to provide the Magic 2010 FAQ summary as soon as I can get my claws on it.
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6.10.2009

M10 Spoiler 3

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Wow - so much news / spoilers, I think I may slide into overload today. Perhaps I will start with the easy stuff first - Magic 2010 spoilers !


Acidic Slime, 3GG
Creature - Ooze, Uncommon
Deathtouch
When Acidic Slime enter the battlefield, destroy target artifact, enchantment, or land.
2/2

Not that bad - not that good either - a bit overcosted but I still love the destruction this brings to the table.


Ball Lightning, RRR
Creature - Elemental, Rare
Trample, haste
At the beginning of the end step, sacrifice Ball Lightning.
6/1

I realise core sets are a return to basics but I still twitch when I read the rules help text on this card. Not a bad creature really and a decent price. I would be looking for recursion on this one.

Clone (reprint), 3U
Creature - Shapeshifter, Rare
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
0/0

Decent card, just plan your play appropriately - start working your strategies out now. Same art as the previous 10th Edition print which is OK.


Child of Night, 1B
Creature - Vampire, Common
Lifelink
2/1

A very simple vampire with lifelink - I know it is a common but still wish I could have this critter have flying as well. Art is dark, flavour text makes me giggle.


Undead Slayer, 2W
Creature - Human Cleric, Uncommon
W{T} : Exile target Skeleton, Vampire or Zombie
2/2

This my friends is a decent card - if you find yourself up against those black creatures - you may want this in your sideboard as this is as useful to you as an extra toe against a red burn deck.


Glacial Fortress
Land - Rare
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T} : Add {W} or {U} to your mana pool.

I was really hoping for a non-basic land which I could drop on turn one but perhaps I am a bit too greedy - this is just fine as well (except for the rarity part).

Likewise to Glacial Fortress, we can expect similar dual lands in M10 such as these - - -

Murky Tidewater
Land - Rare
Murky Tidewater enters the battlefield tapped unless you control a Island or Swamp.
{T}: Add {U} or {B} to your mana pool.

Floral Clearing
Land - Rare
Floral Clearing enters the battlefield tapped unless you control a Forest or Plains.
{T}: Add {G} or {W} to your mana pool.

Desolate Cairns
Land - Rare
Desolate Cairns enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R} to your mana pool.

Ashwood Forest
Land - Rare
Ashwood Forest enters the battlefield tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G} to your mana pool.

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Huge rule changes on the horizon Magic Players - it will rock your world come 17th July so put on your thinking caps. These rules changes go into effect on July 11, 2009 (the first day of Magic 2010 Prerelease events) and are scheduled to take effect on Magic Online on July 29.

On the whole, I think (as a casual player) that these are good changes. Perhaps since I have as much neuronic activity in my upper cortext as a bag of rocks, I think that this makes the game a bit more simple.

Here is a brief summary of the changes - for all the gory details, read the column today.

1. Small change to the order of when players are to mulligan.

2. Terminology changes: “in play” is now “the battlefield”, “play” is now “cast”, “removed from the game” is now “in exile”. The very wordy “at the end of turn” is now “at the beginning of the end step”, which is still stoopid sounding.

3. No more mana burn - land really should not hurt you. Mana pools are now drained at each step.

4. Tokens now have ownership by the first player to control them, not the player who cast the spell that brought them into play.

5. Damage no longer uses the stack and combat is changed (check the additional notes below). Most significantly, while declaring blockers, the attacker assigns the ordering of the blockers on his or her creatures. After assigning the order, players can cast spells. THEN damage is dealt, and the attacker must assign at least lethal damage to each blocker, in order, before moving on to the next one. Damage is resolved immediately. This is like automatic trample to each successive creature.

6. Deathtouch and lifelink are now static abilities / state effects.

Additional notes on Combat Damage . . .

Combat Damage No Longer Uses the Stack (!)

As soon as damage is assigned in the combat damage step, it is dealt. There is no time to cast spells and activate abilities in between; the last time to do so prior to damage being dealt is during the declare blockers step.

Combat Phase
* Beginning of combat step
* Declare attackers step
* Declare blockers step
* Combat damage step
* End of combat step

* If a creature has the ability to block multiple attackers, and does so, it uses the same order-and-assign system for dividing its damage among those attackers. In this case, the defending player orders the attacking creatures.
* If multiple creatures are blocking an attacker and one of them leaves combat, the relative order of the other creatures doesn't change.
* If one or more creatures is blocking an attacker and a new creature enters the battlefield blocking that attacker (I'm thinking of Flash Foliage), the attacking player inserts the new creature into the existing order wherever he or she wants. It can be first, last, or somewhere in between. The relative order of the other creatures doesn't change.

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Did that just bake your noodle ? - I'm gonna need some more time to digest this.