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M2010 Explained

M2010 Explained

M2010 Explained


I would like to talk about the new Core set Magic 2010, and a few of the changes being made to the game. At the beginning I will look at some of the reprints (existing cards being reprinted) in Magic 2010.

 

Glacial FortressPainland Replacements
As many of you know, the painlands will be replaced by the new lands that have the text "... Comes into play tapped unless you control a (insert basic land type here) or (insert another basic land type here)" with the usual tap to add one mana of said colors to your mana pool. From what I have heard, most people seem to like the new lands, because you don't need to take the "pain" damage to get your colors. Personally, I am not a huge fan of the change. Although many of the decks I design, use lands that come into play tapped, those lands have more unique abilites, such as producing a third color, or the Vivid lands.

All-star ReprintsBall Lightning
In Magic 2010 there are also a lot of extremely powerful cards from back in the days being reprinted like for example:Lightning Bolt, or Ball Lightning. It looks like red aggro decks will be a force to be reckoned with. But my main concern is that Lighting Bolt is a COMMON, that's right, a common. This is going to cause some major pain in future draft games. I also wonder why Ball Lighting is not a Mythic Rare. Am I the only person that finds that a bit odd?

Firestarter vote

 

 

New Mulligan Procedure
The way in which you take mulligans will also change with Magic 2010. Under the old rules the player who went first had to resolve all his mulligans first and the second player could wait and then decide afterwards if he wants to take a mulligan too. This whole procedure has usually taken a lot of time. The new rules speed up the whole mulligan process because now the first player has to decide if he takes a mulligan and then the second player has to decide too thereby players take their mulligans at (almost) the same time.

New Terms
Wizards decided to rename some of the zones and make them easier to understand for new players. Magic is full of special terms such as graveyard, library, in play, spell, sorcery, combat and so on. For seasoned players this might look quite simple, but for newer players all the different terms can be an obstacle. Wizards also believes that a lot of these terms can be unclear or misleading, so a few of the names are going to change:

Battlefield
The first change will be "The Battlefield", changing from "In Play". A good example would be Garruk's (-2) ability. Instead of being worded "Put a 3/3 green Beast token into play." it will now be "Put a 3/3 green Beast token onto the battlefield".

Cast

Another change will be the term "Play" to "Cast", referring to any spell, so now you'll be "Casting" spells, rather than "Playing" them.

Exile
Also, Removed From Game (RFG) is being changed to "Exile" (just like everybody's favorite removal spell "Path to Exile".

Beginnig of the End Step
One of the slightly more significant changes will be "The Beginning of the End Step", referring to when creatures such as Hellspark Elemental, or Ball Lightning are to be sacrificed. Ball Lightning's new text will be "At the Beginning of the End Step, sacrifice Ball Lightning".

Lightning BoltMana Pool and Mana Burn
Many players cannot distinguish phase to phase, and some people don't even know that when you tap a land for mana - that mana goes into your mana pool. The thought of floating Mana from step to step is hard to understand. Mana Pools now empty at the end of each step AND phase, meaning that mana in the pool cannot be floated from the upkeep to the draw step, or from the declare attackers to the declare blockers step of combat. In addition there will no longer be mana burn! Mana left in the pool at the end of turn (or due to the new rules, step or phase) will simply vanish, and there will be no resulting loss of life.

Combat Damage
Combat damage no longer uses the stack. I couldn't put this one into my own words, so this is copied and pasted from the Wizards web page, because this is where it gets tricky.

"The Reality:
The intricate system via which combat is currently handled creates many unintuitive gameplay moments. For starters, "the stack" is a difficult concept, even after all these years, so it is no wonder that many players go about combat without invoking it at all. Second, creatures disappearing after damage has been put on the stack leads to a ton of confusion and disbelief: How is that Mogg Fanatic killing two creatures? How did that creature kill mine but make your Nantuko Husk big enough to survive? How can you Unsummon your creature and have it still deal damage? While many of us may be used to the way things are now, it makes no sense in terms of a game metaphor and only a bit more sense as a rule.

The Fix: 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.

This was a particularly tricky change to implement, as it had the potential to create bad experiences in situations where double blocking occurs and the defending player has access to a damage prevention ability (or anything similar). If damage was prevented to one creature, the attacker would just kill the other, which is unintuitive. Players expect to be able to use their healing spells to save creatures that are actually going to die. To solve problems like these, during the declare blockers step, if a creature is blocked by multiple creatures, the attacker immediately announces an order in which that attacking creature will be assigning damage to the blockers. When it comes time to actually deal the damage, lethal damage must be assigned to the first blocker before any can be assigned to the second, and so on. Now, in complex combat situations there will be some foreknowledge of which creatures are in the most danger before damage is dealt."

Deathtouch and Lifelink

As for this new rule and Deathtouch: With the new rule in play, keeping Deathtouch as it was, would prevent the damage from being assigned how the creature's controller wishes, so... First, deathtouch is becoming a static ability. Creatures dealt damage by a source with deathtouch will be destroyed as a state-based effect at the same time lethal damage would kill them. As a side effect, multiple instances of deathtouch will no longer be cumulative. Second, deathtouch allows a double-blocked creature to ignore the new damage assignment rules and split its damage among any number of creatures it's in combat with however its controller wants to.

Like Deathtouch, Lifelink is also becoming a static ability, so now life is gained as damage is dealt. Also, instances of lifelink can no longer stack, such as Rhox War Monk attacking alone while a player controls Battlegrace Angel. You do not gain 8 life. End of story."

Firestarter vote


Of course, if anybody finds my own words unclear in any way, feel free to check out the Wizards website with the announcement here.

I would also like to hear any opinions you guys have on the changes being made.

3.90909
 
 
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