New Legend Rule

Started by Stoneco1d869, May 25, 2013, 01:08:23 AM

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Wackaman9001

The problem with blue removal being lost is that unless ee bounce EVERYTHING we had to use clones or one of our 2 kill spells, both of which have a drawback ({pongify} and {rapid hybridization}),

Kaleo42

Ok im going to take both sides and see if I can convince myself one way or another.

Dislike:
Not being able to clone kill legends while flavor wise makes sense in practice it leaves some situations close to unbeatable by a majority of other decks. {Geist of saint traft} in bant auras just became nearly unstoppable now that it is hexproof, flying, first strike, +X/+X, trample, lifelink, and craps an angel during combat. Oh and it has a dork sitting next to it so they dont have to sacrifice it before they deal lethal in 2-4 turns after dropping him. {Zur the Enchanter} is now unstoppable in the hands of anyone who actually knows how to play with him.

Being able to sac the legend or walker you dont want allows for major abuse of ETB effects and -/+ abilities with any clone generating synergy/ combo or graveyard cycling of any sort. This takes out a lot of resource management which is the greatest thing about magic in comparison to other card games (IMO). Gold fishing decks that play them selves with no regard to their opponent are now granted access to a whole new slew of tools not meant for them.

These rules wouldn't be so bad if a majority of the game wasn't designed with the old rules in mind.

Like:
Zur may see ban hammer within the summer by the collective edh players finally now that they cant dispute his absolute power. {Sharuum the Hedgemon} combo still exists but takes a whole new form that could be less broken and more fun to set up and build with.

No more kill spells on my win cons with mana that shouldn't have kill anywhere in it. This makes a lot less to consider when deciding on your win con for late game decks.

This opens the doors to lower rarity legendaries making pauper style edh more of a possibility. This could serve as an interesting design template for Theros.

R & D's creativity is opened to a whole new world to work with. This added freedom will allow them to evolve the game instead of simply reinventing it ({armadillo cloak} > {unflinching courage}).

Leonidus78

Well first off commander is a casual format so you don't have to follow the new rule as long as your play group agrees. But it simply makes some combos that never could work before and personally I like that clones can't kill commanders. I found it a hit unfair anyway.

DYMongoose

Quote from: Kaleo42 on May 27, 2013, 03:24:52 PM
These rules wouldn't be so bad if a majority of the game wasn't designed with the old rules in mind.

This is really what it comes down to.

Personally, I prefer the original Legend rule, with a sub-rule of Legends can't be copied.