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Friday, July 22, 2011

Some Rules Reminders and Updates as of M12, plus Procedures Update Reminder

Hello all!
  With our M12 Post-Release coming up Saturday, I just wanted to make sure a few updates got through to those who don't keep up with the sets as much as others.

1) NEW TERMINOLOGY: "Dies"
"Dies" is a new shorthand that means "When this creature is put into a graveyard from the battlefield." This change is similar to changing "play" to "cast" or "remove from play" to "exile" in that it doesn't change any rulings currently out there. It's simply a terminology change (one that we almost all use anyway in casual shorthand).

"Dies" will usually apply to creatures only, though enchantments can reference when the enchanted creature dies.


Images from MagicCards.info
As you can see from Archon of Justice, nothing changes. It'll just bring the text from 3 lines to 2 in Archon's case.

2) NEW KEYWORD: "Hexproof"
This isn't a NEW new keyword. It's more similar to when "You may play this at instant speed" became "Flash" or when "This can't be the target of spells or abilities" became "Shroud".

"Hexproof" means "This creature cannot be the target of spells or abilities your opponents control." Anything can have or gain Hexproof.

As an interesting note, Mark Rosewater has already confirmed that any new cards printed will use Hexproof and that Shroud will not be considered on new cards. however, the additional bonus of being able to target your own stuff will be costed appropriately. For example, look at Lightning Greaves vs. Swiftfoot Boots.


Images from MagicCards.info
The difference between Lightning Greaves and Swiftfoot Boots, aside from the "Shroud vs. Hexproof" keywords, is the Equip cost. Swiftfoot Boots is not a strictly better upgrade. While before you COULD cast Lightning Greaves and equip it on Turn 2 to a 1-mana creature, now you must wait until Turn 3 to equip anything with the Swiftfoot Boots. (assuming you had a 1-mana creature and either Greaves or Boots in your hand at the start of the game)

3) RETURNING KEYWORD: Bloodthirst
Wizards of the Coast returns one old keyword per Core Set now. Scry had its day in the sun last Core Set. Now it's time for Bloodthirst from Guildpact.

Bloodthirst applies to creatures and has some number attached to it. When you cast a creature with Bloodthirst 3, for example, if an opponent was dealt damage this turn it enters the battlefield with 3 additonal +1/+1 counters on it. If it were Bloodthirst 1, it'd only get 1 +1/+1 counter, and so on.

It does not require combat damage. Bloodthirst applies for ANY damage dealt to an opponent.

And for multi-player play, Bloodthirst doesn't even require YOU did the damage. Just as long as an opponent was dealt damage, your creature will get the extra +1/+1 counter(s).

4) CHANGES IN PROCEDURE: Non-Swiss Event Overtime Rules for SMM
This is a repost of something posted earlier in the week.


As many players at SMM have raised a concern over fairness to certain decks over others with the overtime rules I have posted for the M12 Post-Release, the following will be the procedure for non-swiss events starting Saturday (NOTE: This I feel covers the vast majority of all cases we'll have crop up. All other scenarios brought up will be addressed at a later date as they come up, either in actual tournament scenarios or as "what if" questions):



Assume you're in your 5-turn overtime.

GAME 1 or GAME 3, CLEAR WINNER (a player has lost all their life, a player had tried to draw from an empty library, a player has 10 or more Poison counters, etc.): A Game win, thus a Match win, for the winner.

GAME 2, CLEAR WINNER: If the winner of Game 2 causes the Match to tie (1-1-0 for both players), go to a Sudden Death 3rd Game. Go to the first life change where one player ends up with a higher life total than the other. The player with the higher life points wins the Game and thus the Match.

GAME 1 or GAME 3, NO CLEAR WINNER AFTER 5 TURNS (neither player is at 0 life, a player isn't drawing from an empty library, etc.): Whoever is ahead on Life Points gets a Game win, thus the Match win. While Life Points normally aren't used to determine a game winner like this, since there MUST be a winner it's the only alternative to use.

GAME 2, NO CLEAR WINNER AFTER 5 TURNS: The game ends in a TIE. THEN, if that does not tie the match results, most of the time whoever won Game 1 will win the Match. If the MATCH ends in a tie because of the tie for Game 2, do a Sudden Death 3rd Game and go to the first life point change where one player ends up with higher life points than the other.





5) UPDATED COMBAT RULES: Legality of Damage Assignments When Multiple Blockers Share the Same Attackers (as in when a creature can block any number of creatures)
Nothing major has changed with this update. It covers mostly corner cases where it MIGHT matter how attacking creatures deal combat damage to blockers.

Let's say you have a Necroskitter with 3 +1/+1 counters on it (so now it's a 4/7) and 2 Runeclaw Bears (2/2 each). Your opponent has 2 4/5 creatures that are able to block any number of attackers. You attack with your 4/7 Necroskitter and both Runeclaw Bears. Your opponent blocks all 3 with their 4/5 Creatures. You prioritize the blockers as Blocker A and Blocker B.

Before, it wasn't clear that you could do the following: Assign 1 combat damage to Blocker A with Nekroskitter, then use the Runeclaw Bears to assign a combined 4 damage and have enough damage assigned for Blocker A to have lethal damage. Then you can assign Necroskitter's remaining 3 damage to Blocker B.

Before, it was assumed that if you used a certain creature to assign damage it had to do all of ITS damage to the first one in line. In this example, going by the assumption based on how combat normally works (1 attacker vs. many blockers), most players assumed Necroskitter would have to assign all 4 of its damage before you could move on to your Runeclaw Bears for damage assignment.

Now, you can split up the damage done from multiple attackers onto multiple blockers (in instances where blockers can block more than 1 creature) as you see fit; HOWEVER, if there is not enough damage assigned to the first blocker in line you have to redistribute your damage assignments until the blockers have enough damage on them to kill them until you can't deal enough to kill any more.

Tuesday, July 19, 2011

ATTENTION: Change to Overtime Rules for M12 Post-Release AND ALL NON-SWISS EVENTS AT SMM

ATTENTION: I have a change to how the overtime rules will work for Saturday AND FOR NON-SWISS TOURNAMENTS at SMM. 

As many players at SMM have raised a concern over fairness to certain decks over others with the overtime rules I have posted for the M12 Post-Release, the following will be the procedure for non-swiss events starting Saturday (NOTE: This I feel covers the vast majority of all cases we'll have crop up. All other scenarios brought up will be addressed at a later date as they come up, either in actual tournament scenarios or as "what if" questions):



Assume you're in your 5-turn overtime.

GAME 1 or GAME 3, CLEAR WINNER (a player has lost all their life, a player had tried to draw from an empty library, a player has 10 or more Poison counters, etc.): A Game win, thus a Match win, for the winner.

GAME 2, CLEAR WINNER: If the winner of Game 2 causes the Match to tie (1-1-0 for both players), go to a Sudden Death 3rd Game. Go to the first life change where one player ends up with a higher life total than the other. The player with the higher life points wins the Game and thus the Match.

GAME 1 or GAME 3, NO CLEAR WINNER AFTER 5 TURNS (neither player is at 0 life, a player isn't drawing from an empty library, etc.): Whoever is ahead on Life Points gets a Game win, thus the Match win. While Life Points normally aren't used to determine a game winner like this, since there MUST be a winner it's the only alternative to use.

GAME 2, NO CLEAR WINNER AFTER 5 TURNS: The game ends in a TIE. THEN, if that does not tie the match results, most of the time whoever won Game 1 will win the Match. If the MATCH ends in a tie because of the tie for Game 2, do a Sudden Death 3rd Game and go to the first life point change where one player ends up with higher life points than the other.

I'll also post reminders Friday. If you have any questions, comments, or concerns, feel free to post here or E-mail me.

Thanks for reading! We hope to see a lot of you for the M12 Post-Release Saturday! :)

Thursday, July 14, 2011

M12 Post-Release Next Saturday!

Hey guys!

M12 releases Friday, and with it we'll have new Planeswalkers, new combo cards, and some nice casual cards that'll be sure to keep us going with new ideas. :)

But it brings soething else with it too. We'll be holding our M12 Post-Release next Saturday!

M12 Post-Release Details
COST: $9

WHAT YOU GET: 3 packs of M12 with which to draft.

DRAFT FORMAT: At the start of each pack, write down any Rares/Foils you see in your packs. Then, on the first pack, pick a card and pass the remainder to the left. Keep doing this until you have 15 cards. Repeat the process for the second pack, but pass to the right. On the third pack, pass to the left.

PRIZES: The majority of our prizes will come from the Rares and Foils from the packs you draft with except your RESERVED CARD. Those cards you wrote down at the start of each pack? You may pick 1 (one) of those cards to keep free and clear of the prize pool. The remaining cards will go into the prize pool, along with an opening of 1-2 M12 boosters to put their contents into the prize pool. Then going in finishing order, anyone who did not reserve a card gets to pick 1 (one) card from the remainder until everyone has 1 (one) card. Then in full finishing order (so from the winner down to last place), everyone picks 1 (one) card from the pool at a time until either all cards or gone or no one wants any of the remaining cards.
-->PARTICIPATION CARD: I should be getting enough Bloodlord of Vaasgoths and Garruk's Hordes to give everyone one. HOWEVER, priority on the Bloodlords will go to those who did NOT make a Pre-Release event. Then, if any remain, they'll be the first given out until they run out and I'm forced to switch over to Garruk's Horde.

TOURNAMENT FORMAT: Winner's/Loser's Bracket to be decided after the first round (the bye, if it exists, goes into the winner's bracket), then single elimination from there on. 1st through the last placing in the winner's bracket will be played for in the Winner's Bracket, while the next highest available spot through last will come from the loser's bracket.

TIME: To be determined. We will try to start at 10:30, however we may start no later than 11:00 with announcements and a rules refresher, especially for new keywords and terminology. We'll try to aim for 10:30 start with announcements, no later than 10:45 to get everyone registered, sat down and ready to draft. If we start with announcements at 11:00, we'll go for 11:15 to start actually drafting. Deck building will take 30 minutes or until everyone's done, whichever is sooner.

DECK CONSTRUCTION: MINIMUM 40 cards, including any basic lands you decide to put into your deck from the community land pile.

ROUND TIME: 30 minutes for a best-of-3 match.

RULES QUESTIONS: I'll be the "head judge", with Nathaniel Bass and Andrew Neff being 2nd and 3rd on that list. If you ask Nathaniel or Andrew a rulings question and either they're not sure or you don't agree with them, feel free to ask me.

SCOREKEEPER: There's not much true "scorekeeping" except for who's where in the tournament structure. However, you'll report all your match records to Nathaniel Bass. He will keep track of who won during the rounds and will be in charge of setting up pairings for all the rounds per my procedures.

OVERTIME RULES: Should a match run over the allotted 30 minutes, here's the procedure we'll use:

1) Finish up whoever's turn you're currently on.
2) There will then be an additional 5 TOTAL turns starting with the start of the next turn.
3) Check life points at the end of the 5 turns if neither player has won before then.
   a) Whoever is ahead on life points is the game winner. In Games 1 and 3, this determines the match winner. In game 2, if the match score is tied, go to a "sudden death" 3rd game. The first life change in the 3rd game determines the game, and thus match, winner.
   c) Should a clear and decisive winner (ie: one player's life is 0 or less) come about in extra turns in Game 2 and the match becomes tied (both players have won 1 game and lost 1 game), a "sudden death" Game 3 is started. The first life total change determines the winner.


That SHOULD get everything of relevance. If you have any questions or comments, leave them here.

We hope to see you next Saturday!

Tuesday, July 12, 2011

Reminder about Standard and Extended Set Legalities on M12 Release

Hey all!

For those who are still getting used to how Standard and Extended rotates in and out sets since their changes a year or two ago, I'll remind you about certain sets' legalities as of M12 and when Innistrad releases in the Fall.

M12 Release Set Legalities: Standard
Remember, unlike the pre-M10 Core Sets, the release of a new Core Set does not automatically knock out the previous Core Set.

When M12 officially releases Friday, M11 will still be legal. Yes, for example that gives Goblin decks access to 4x Goblin Guide (from Zendikar), 4x Goblin Grenade (from M12), and 4x Lightning Bolt.

At least, for a little while.

Each Core Set is now tied to the block that immediately preceded it. For example, M11 ties to Zendikar block for rotation purposes, and M12 will tie to Scars of Mirrodin block.

What does this mean for when rotation happens?

Well, remember that Standard is a 2-year format. A block only stays legal for 2 years counting from when the first set in that block released. (So for example, even though we just finished up Scars of Mirrodin block, it rotates out in full in Fall 2012 when the block after Innistrad starts).

SO...all of THAT was to say...M11 will rotate at the same time as Zendikar block. That is, when Innistrad releases on September 24th. So at the same time we lose Goblin Guide, we'll also lose Lightning Bolt (for example).

So here are all the Standard-legal sets as of M12's release Friday (in chronological order):
Zendikar
Worldwake (except for Jace, the Mind Sculptor and 99.999999% of the time Stoneforge Mystic)
Rise of the Eldrazi
M11
Scars of Mirrodin
Mirrodin Beseiged
New Phyrexia
M12


When Innistrad releases on September 30th, though, here's our (much more shortened) list:

Scars of Mirrodin
Mirrodin Beseiged
New Phyrexia
M12
Innistrad


M12 Release Set Legalities: Extended
Extended is like a "double Standard" in that the oldest block is 4 years old instead of Standard's 2. (This took effect a year ago, I believe). So when Innistrad releases in the fall, Lorwyn/Shadowmoor "mega-block" will rotate out of Extended.

What does this mean for the Core Sets, though?

The same rotation plan will happen.

M10 seems to tie to Shards of Alara block, M11 still to Zendikar, and M12 to Scars of Mirrodin.

So what happens when Friday hits? Nothing except for M12 being added to the format, just like Standard. :) Your Extended list will look like this on Friday:

Lorwyn
Morningtide
Shadowmoor
Eventide
Shards of Alara
Conflux
Alara Reborn
M10
Zendikar
Worldwake
Rise of the Eldrazi
M11
Scars of Mirrodin
Mirrodin Beseiged
New Phyrexia
M12

Once Innistrad hits on September 30th, though, Extended will lose its oldest block, in this case Lorwyn/Shadowmoor "mega-block" and Extended will look like this:

Shards of Alara
Conflux
Alara Reborn
M10
Zendikar
Worldwake
Rise of the Eldrazi
M11
Scars of Mirrodin
Mirrodin Beseiged
New Phyrexia
M12
Innistrad

"So when does the next Core Set rotate out, then?" Well, if I'm right, M10 ties to Shards of Alara block, so when the block after Innistrad starts and every year thereafter, the oldest Core Set will rotate out with the oldest block in the format just like it does now with Standard.

...

That is, unless they change format rotation strategies again. :p

Sunday, July 3, 2011

More M12 Previews: White's Answer to Blue, New "Ancestral Recall", New Chandra!

Hello all, and we're back with a few more Magic Core Set 2012 previews! Today we have a White "bear" that keeps Blue off your back, a new Blue Instant that could act like an Ancestral Recall, and a new Chandra that might see some play in Standard. Ready to get going?

We have the first preview card, Grand Abolisher!

Image from StarCityGames.com
Wow...if you ever feared removal on your turn, you don't have to any more. White Weenie could easily use this to fend of some Lightning Bolts, Volt Charges, and Vapor Snags that would prevent you from winning. But this also means you can't be counterspelled on your turn! WHOAH! That could be a HUGE deal! And for only WW? I think I'd take it, especially if I'm running some kind of combo deck that can't afford to be countered or disrupted in any way on your turn. I have a feeling he'll be a casual favorite if Blue or Red are heavy colors at your casual tables, otherwise I could see it in tournament decks while Red is popular and possibly when/if Blue steps in its place one Zendikar block rotates out.

Next up we have Wizards of the Coast's newest take on Ancestral Recall. Remember back in Time Spiral we got Ancestral Vision, a Suspend-enabled version and a direct descendent of Ancestral Recall. In Magic 2012, with milling being a popular theme, we get a situationally similar card in Visions of Beyond.

Image courtesy DailyMTG.com Visual Spoiler

The speculation is heating up that Innistrad, the next block to come out, will be a Graveyard-themed block thanks to some leaked cards found in the code of Duels of the Planeswalkers 2012. With the previously spoiled Jace, Memory Adept allowing you to mill 10 cards for just 5 mana on the first hit, it's hard to NOT get a graveyard to have 20 or more cards in it. And if Innistrad block is a graveyard-themed block, I'd say this will act more like Ancestral Recall than a 1-mana draw-a-card Instant.

Of course, early game you could use it as a deck thinner, in essence making your deck 56 cards instead of 60. But I think milling a player would be a bit better. ;)


Finally, we have another new Planeswalker version. We've had as many as 2 different versions of any Planeswalker character up until Magic 2012 which sees Jace's 3rd version. Now, we have another 3rd-version Planeswalker. Let me introduce you to Chandra, the Firebrand!

Image courtesy of DailyMTG.com Visual Spoiler

Yes, you read the mana cost correctly. 3R is the mana cost. This marks the first Planeswalker to not use at least 2 colored mana symbols in its mana cost. This should allow some decks to splash Red to run her. Hmm...I kinda like that idea. Let me think how I can abuse her...

Her +1 is an improvement on the original Chandra. Instead of just hitting a player, you can use it to hit a creature. Not bad. 4 mana and we already have her +1 ability being better than Chandra Nalaar's.

Her -2 ability is very intriguing. She sets up a Twincast on your next instant or sorcery. Now surely, at -2 you can't do that for long, right? He he he...WRONG!! Remember we have some nice Proliferate spells that work nicely with that -2. Volt Charge is an instant that deals 3 damage and Proliferates, so copying it lets you get back both counters you used to copy Volt Charge. How about refilling your hand? Tezzeret's Gambit literally goes into any deck, and when copied you're spending 3 mana and 2 life to draw 4 and make Chandra's -2 mean nothing. NOW...combine it with other Planeswalkers. Use her -2, Volt Charge a Titan to kill it, and Proliferate 2 counters onto the new Jace. Now he's within a turn of "going ultimate", drawing everyone 20 cards and potentially killing them at that.

Chandra's "ultimate" is a nice bonus if you stick with building her up. At -6 (so most likely 4 turns after you cast her), you get to do 6 damage to EACH of UP TO SIX target creatures and/or players. SIX!!!!! And it's not "split evenly", it's TO EACH OF. Whoah! I like the original Chandra's ultimate better, but for Multiplayer, this will rock just like Jace 3.0's ultimate could if it hits at the right time. And in single player, it might just clear the board for an alpha strike for the win.


What do you think about these previews? Anything that's too strong? Not strong enough? Overly hyped? Not hyped enough? Feel free to give me your thoughts! :)