M14 new rules.

Started by Harmon74, May 23, 2013, 01:15:12 AM

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MisterJH

I misunderstood the land thing, its not all that bad. My feet are in my mouth, but im still flustered lol

prayos

I never once complained about the legendary rule, and the people who side board {Clone} or even a {Geist of Saint Traft} to kill my own Geist. But I like this change. Not only does it benefit me, but now I also have to think about my opponent having his own Geist.

Double-O-Scotch

By the time the rules take effect, will {geist of saint Traft} still be in rotation?

Coffee Vampire

I don't think the legend/pw rule dumbs thigs down. Instead of finding a way to remove my pw in the mirror match, all people have to do is play their own. DERP. In the future they will have to actually use removal cards on my legends/pws. The point of {Obzedat, Ghost Council} is that it's hard to remove. The fact that my opponent can remove it simply by playing their own creature at sorcery speed bothers me. Yes, flavor takes a hit. For what? Better gameplay. Legends were never even meant to be removal spells in the first place. Wizards made different types pf cards for different reasons. They made kill spells to kill, counters to counter, and creaturesto beat face. Not creatures to use as killspells. Some creatures can kill others ({Avatar of Woe}), but they did not want to make creatures kill each other in this way: "I play {Elesh Norn, Grand Cenobite}. I guess both die, and you can't even respond by bouncing yours! But I don't care cause I was losing! Derpyherp."

All-Mana Mania

Quote from: Coffee Vampire on May 23, 2013, 09:31:49 AM
I don't think the legend/pw rule dumbs thigs down. Instead of finding a way to remove my pw in the mirror match, all people have to do is play their own. DERP. In the future they will have to actually use removal cards on my legends/pws. The point of {Obzedat, Ghost Council} is that it's hard to remove. The fact that my opponent can remove it simply by playing their own creature at sorcery speed bothers me. Yes, flavor takes a hit. For what? Better gameplay. Legends were never even meant to be removal spells in the first place. Wizards made different types pf cards for different reasons. They made kill spells to kill, counters to counter, and creaturesto beat face. Not creatures to use as killspells. Some creatures can kill others ({Avatar of Woe}), but they did not want to make creatures kill each other in this way: "I play {Elesh Norn, Grand Cenobite}. I guess both die, and you can't even respond by bouncing yours! But I don't care cause I was losing! Derpyherp."


100% agree!! +1

Birdbrain

Maybe wizards could make a card were when a copy of a creature enters the battlefield, all copies of that creature including the one played are sacrificed? What color would that card be? Black? Blue? Both? Green? (Sense green might care about diversity)

Double-O-Scotch

{B}{W} Orzhov for sure...

prayos

Quote from: Double-O-Scotch on May 23, 2013, 09:31:45 AM
By the time the rules take effect, will {geist of saint Traft} still be in rotation?

Yes. He's in rotation till Theros comes out.

InfinitiveDivinity

Quote from: prayos on May 23, 2013, 10:18:29 AM
Quote from: Double-O-Scotch on May 23, 2013, 09:31:45 AM
By the time the rules take effect, will {geist of saint Traft} still be in rotation?

Yes. He's in rotation till Theros comes out.
We'll have about 3 months of Geist and this new ruling.

prayos

So, the new land rule prevents the ramp from the new M14 card?


InfinitiveDivinity

I don't think the new land ruling does anything at all to ramp to be honest. The ruling was made so that people can't abuse the crap out of cards that allow extra land plays. You start with 1 land play, if you play a land you have none left unless something else allows you to play another. {Rampant Growth}, {Farseek}, {Harrow} and this new card are not affected. They are not land plays, they are cards that specifically put lands into play, there's a difference. That is the way I'm interpreting this new ruling and I'm pretty positive that's the way it works. Otherwise they just made a rare that is complete garbage, which would make no sense. Also, that card is awesome!

MementoMori

Quote from: prayos on May 23, 2013, 10:35:52 AM
So, the new land rule prevents the ramp from the new M14 card?
Since it doesn't say "play," I don't think so.

Mentonin

Quote from: FlickerYourOwnIdentity on May 23, 2013, 02:35:24 AM
Quote from: Wally on May 23, 2013, 02:08:34 AM
Extra land plays just got harder to exploit, and the sideboard just got derped. I mean, how hard is it to count your 15 card sideboard and make sure you have them all there.
Exactly, especially about land play.  But I still ask the question, what will happen to {primal surge}, after all you can't play the land if you run into it, defeating the purpose of the card.

I think we should send a civilized message to Mark Rosewater about the rule changes, and why they happened?
primal surge puts it into play, you don't actually play the card. It is a huge difference to many effects

MisterJH

Quote from: InfinitiveDivinity on May 23, 2013, 10:43:53 AM
I don't think the new land ruling does anything at all to ramp to be honest. The ruling was made so that people can't abuse the crap out of cards that allow extra land plays. You start with 1 land play, if you play a land you have none left unless something else allows you to play another. {Rampant Growth}, {Farseek}, {Harrow} and this new card are not affected. They are not land plays, they are cards that specifically put lands into play, there's a difference. That is the way I'm interpreting this new ruling and I'm pretty positive that's the way it works. Otherwise they just made a rare that is complete garbage, which would make no sense. Also, that card is awesome!
Im pretty sure this is correct, i just freaked out at first. This is much more manageable.

Birdbrain

So I was right then in the pm to Mr JH?