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Op-Ed: Has Magic Lost Its Way? by Frank Lepore

bdm | July 1, 2009 | 6:07 pm

Frank Lepore is a long-time Top8Magic listener who has previously written a tournament report for Top8Magic.com about his attempts to reach the beaches of Hawaii. This most recent piece was inspired by events at his local FNM store as well as the recent changes to the game’s rules and base set card pool.

Has Magic Lost Its Way?

The following is my cumulative opinion of three separate events that transpired last night which lead me to believe that not only is Magic in more frightening shape than it has perhaps ever been, but that it may never return to the form that I once fell in love with. Before going any further I would like to completely stress the word “opinion.” Nothing said is by any means meant to be presented as fact, and I not only welcome but encourage counter points and arguments.

The first event occurred while I was running the local FNM last night. At one point in the night, I was leaning on a counter that overlooked a game that was in progress and I began to watch. One player who was obviously less familiar with the intricacies and timings of the game, Magic’s token casual player if you will, had a Chameleon Colossus in play. He was piloting a sort of red green aggro deck. His opponent, a player who had even won a Regionals once, was playing Cascade Swans. His relevant cards were a Seismic Assault and a Ghitu Encampment with one land in hand.

The incident in question happened when the Chameleon Colossus attacked into the Swans player. He in turn activated his land and blocked. After this was declared, the Colossus player played double Colossal Might on the Colossus – which should not be said five times fast – without stopping to ask for responses or pass priority. It was at this point that his opponent said to him, “After first strike damage, kill it before the Colossal Might resolves?”

Colossal Might Get There

Now does this work? Sure it does…if both players are clear on what is happening. However if you’re the Colossus player surely what you think is happening is completely different than what the Swans player is thinking – or perhaps wanting – to happen. It was at this point that the Swans player seemed to notice me watching and mumbled something to his opponent in frustration about wishing he played the spells one at a time, seemingly out of knowing his play was underhanded. The fact was neither player agreed nor announced that first strike damage had been assigned or resolved and this was the key point. It was as if the Swans player simply forced the damage onto the stack in an attempt to kill the Colossus with the one remaining land in his hand in lieu of taking eleven damage from the trampling shapeshifter.

Eventually the Colossal Mights did resolve and the Swans player did go to three life and he did proceed to lose on the next turn, but it got me thinking about, and even beginning to accept the changes to combat. Do I love them? No. I guess it’s akin to my pet dying and someone asking me if I love the replacement just as much. Of course not. But maybe in time I will. Maybe we all will. The thing is, had the new combat rules been in effect, this whole situation would have been avoided. The Swans player would have declared the Encampment as a blocker, and then, before any damage is even considered to be assigned, both of those Colossal Mights make it on to our 4/4 friend. There would have been no confusion (unless of course the Swans player had two lands, but nonetheless…). Right before my very eyes did an example of how the new system of combat occur that would have clarified things for the casual player that just tosses his spells out all willy-nilly. It was a liberating feeling.

Izzet Chronarch

Later in the evening I partook in two drafts. Myself and five friends did a 3v3 of RGD, and the store got a SCR 16 man together. My deck for the RGD was solid. It was Simic/Gruul/Izzet with Cleansing Beam, Chronarch, double Ghor-Clan Bloodscale, Stomphowler, Galvanic Arc, Dowsing Shaman, two on-color signets along with Protean Hulk and Borborygmous at the very top. I lost my first match to my poor misplays, I lost my second match to mana flood, and I won my third match. Regardless of this subpar outcome I never got frustrated. I was never unhappy or angry at the outcomes and then I realized why. Every game I lost I was still in it until the very last turn. Nothing felt like a blow out. I was able to draw cards and play cards, and attack, and block, and make trades. When I didn’t have a play on turn two, I knew I wasn’t going to take six damage the next turn, then the turn after that. I knew there wasn’t a three power flier I needed to deal with on turn three in addition to whatever my opponent played the next turn. I remembered that the RGD draft format was incredibly diverse while at the same time still being very powerful. It rewarded the good drafter, but it also wasn’t unrelenting in its punishment for a slow start. I got to play Magic!

In contrast, I felt that my deck for the 16 man SCR draft also seemed quite solid. It was Jund splashing white for Crystalization and Dauntless Escort with about five fixers. As had been my luck recently, I ended up losing in the first round to an Elder Mastery on a flier I had no way of dealing with. Now certainly there were decisions I could have made differently that might have changed the outcome of the game, but nothing is certain. All I knew was I didn’t have the right answer at the right time. Which brings me to this point: the current Magic formats, both standard and draft, are unforgiving and incredibly overpowered.

Now this is, of course, blatantly obvious, so let me clarify and elaborate. A player at our store who was playing a Warp World deck came up to me tonight and said, “I’m just kind of disappointed. I thought the deck would do a lot better than it did.” His statement made sense, and it made me realize how cutthroat standard is right now. Don’t get me wrong, I’m clearly aware that the cream rises to the top, as it should, but the format seems like the cream not only rises to the top, it pushes everything out of the pot all together. If you stumble in this format, you are not given a second chance and I don’t think that’s what Magic is about. His deck had Redcaps, Siege-Gangs, and enough accelerants to even get the Warp World down on turn four but it seemed that wasn’t fast enough. I thought it would be at FNM. It was discouraging. Quite frankly I love players being able to play the more fun decks (re: not faeries or tokens) on Fridays and to find out that maybe that’s not really possible anymore was disappointing.

Now I’ll go one step further and clarify that as well. Contrary to my previous statement, Standard seems to be wide open, and I do love that. At Regionals I went 6-3 with BW tokens and by the end of the night I hated the format. The next day at the PTQ I went 6-2 with Grixis Control for 13th and the format seemed a lot more acceptable. It was as if everyone said, “Oh, not as many people are playing tokens as I thought. Now I can play the deck I wanted to play.” It was acceptable because I’m the kind of player that plays the tier one decks, or takes advantage of the surprise factor that’s presented by the more consistent tier two decks. I feel as though I can still consistently win in this format, but I don’t think everyone can; at least not playing what they want and at least not while actually playing Magic.

Continuing the trend, I’ll take this one step further and add a clarification to the stack. Maybe this isn’t a problem at all. Maybe everyone loves this about Magic, but I’m not completely sure how I feel yet. Right now I think what we’re gaining in power, we’re losing in the ability to stabilize ourselves in the games we fall behind. Let it be known that I firmly believe falling behind should be completely acceptable in a game; you should be granted a few turns to catch up. MaRo once said that he loved the luck factor in Magic, the ability to get mana screwed, because it allowed the possibility for even Joe Schmoe to beat anyone, even someone like Jon Finkel. This is appealing, I admit. When I know my deck is subpar and my opponent has to mull to five or gets mana screwed, I’ll be the first to admit, I pump the fist a little. I know I pulled out a win I might not have gotten otherwise. It says anything can happen, and that has an appeal to it, but I feel like subconsciously this aspect is becoming more and more dominant. I’ll never claim that there is a lack of skill in Magic as it’s a simply ludicrous premise, but I will however posit that the current standard environment is more about match ups than the ability to outplay your opponent. Take the ability to be able to deal with a second turn Putrid Leech for example. If I were playing Reveillark and I didn’t draw one of the, say, two Paths the deck runs, I’d have to wait until turn four to wrath. There are no other answers in that deck. And by that time the Leech has dealt eight to twelve damage! That’s 50% of your life! From a two drop! This is of course a very narrow example which can undoubtedly be defended from the Reveillark player’s position, but I think it’s indicative of a larger problem.

I’ll give another example. A friend of mine was playing Doran tonight. He went first turn Noble Hierarch, second turn Doran, third turn Wilt-Leaf Liege, swing for eight. Eight! On turn three! He now had a 4/4 and effectively a 7/7 and a 2/2 in play. On turn three. His opponent was playing a cascade deck that got to the finals of a premiere event, and unless he drew Wrath he was dead. To compound the problem his opponent couldn’t have Teeg or a Dauntless Escort in play either. Otherwise he’d need a Fallout or a second Wrath respectively. The one game the cascade player won was the result of the Doran player getting screwed on mana by having three filter lands and nothing to channel into them. Sure, the cascade player was the one that killed his Murmuring Bosk to begin with, but that’s hardly outplaying someone in my opinion. Call me old fashioned but I don’t want either player to be on a three turn clock in all of their games. In all my observations recently this has seemed to be the case, save for the times both players were playing control and they simply got mana flooded.

Now I’m not asking for the game to be dumbed down, or less powerful. In fact I do indeed love the power level of the cards; I get absolutely ecstatic waiting to open the Alara Reborn pack in a draft. This is where my conflict lies. I wish there was more of a direction toward cards that interact with one another rather than so quickly going directly after the life total. I know how that sounds, but I think the spirit of the idea has merit. Decks like Urzatron and Solar Flare, which were top tier of their day, took several turns to set up. No one was dying on turn four against them. Even Akroma took four turns to kill you and she was one card that could be condemned or Faith’s Fetters’ed. The most demoralizing card that was played against you was Persecute ordinarily, and even then if you weren’t mono colored you could often survive. It seems that the Jund decks - or rather the aggro decks in general – are several times faster than even Zoo was back then. Bloodbraid is like a four mana mini Broodmate Dragon with haste, a four mana better Shriekmaw that kills any perm and has haste, a four mana pair of 3/2s, one that comes back and gains you four life, or a four mana 3/2 haste and a 4/4. You get the idea. They are often two resilient threats that are not both of them susceptible to the most common removal in the format (Infest, Fallout, Jund Charm, Path, Pulse, etc.). Short of Wrath they require one for one’s to be removed. Watchwolf looks like a chump compared to some of the newer creatures. 5/5s for four are a joke nowadays. Guys like Spellbreaker Behemoth, Mycoid Shepherd, and Uril barely see any play. Wooly Thoctar barely sees play! He costs three! These guys would be monsters in another time. Hell, they’re monsters now, but they still don’t make the cut often. I mean come on, Isamaru and Savannah Lions were rares. The 2/1 for W in M10 is uncommon! We’re getting Ball Lightning and Lightning Bolt back. Sure, you can play around Bloodbraid into Ball Lightning with Lightning Bolt back up, but I doubt you’ll be at higher than ten life when you do.

My final thoughts are that this is obviously a brave new world for Magic. It all makes me feel like Dr. Grant in Jurassic park when he says, “The world has just changed so radically, and we’re all running to catch up.” I guess it didn’t hit me until that RGD draft; I mean Gruul Scrapper is a 3/2 haste for four mana, and you have to use a red just for that! I was still at seventeen life when I played Protean Hulk. I guess that’s just the world I want to live in. I’m a Brooks Hatlen in a post paroled world.

Thanks for reading.

Frank Lepore

Zartan@tampabay.rr.com

“Frank Lepore” on MODO


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68 responses

Seth B. | July 1, 2009 | 7:00 pm

This is exactly how I feel about standard. Well put. Hopefully, the format will become more diverse and less about who has the fastest hand.

Max | July 1, 2009 | 7:27 pm

This is what happens when wizards “pushes” creatures. Creatures arent really “interactive” In constructed they are just a burn spell that hits every turn.

Brian Paskoff | July 1, 2009 | 7:36 pm

I feel the same way about Standard now. I swear I remember a few months ago someone on the official MTG site touting how they were going to “slow down the format”. When is that going to happen exactly? After we lose Wrath and gain Ball Lightning and Lightning Bolt, the format’s just going to be even faster, and it has already sped up considerably even in the past few months.

I’m also with you on enjoying Urzatron and Solar Flare a lot more than decks these days. Decks that took a few early turns to set up and then could recover from whatever early damage was dealt to them often had victories that meant something. There’s little interaction between decks now, and there will be even less when M10 hits and everyone and their dog are dying to show off the Bloodbraid Elf/Ball Lightning decks they (and everyone else) “came up with on their own”.

Or they’ll be playing token decks, completely unhindered by Wrath and all but immune from Volcanic Fallout and Infest thanks to the overwhelming amount of mass-pumping effects.

This is going to be a very sad format for a while until Zendikar hopefully brings us some good tools to make a deck that can recover from a two-drop swinging away for four damage a turn.

Casey Stewart-fatguy_poolshark | July 1, 2009 | 7:59 pm

I completely agree with the opinions presented in this editorial… I am as spike as spike can be and this is all 100% true about current magic… The creatures are so good right now that wrath of god wasnt good enough.

Casey Stewart-fatguy_poolshark | July 1, 2009 | 8:13 pm

Oh something i forgot… the play where the new rules makes the good players play not possible seems wrong… it sounds more like the “good” player is a shady mofo who needs to be watched. That play was completely and utterly illegal and theres no way it can work how he wants it to… No matter how he words it he gets wrecked by the pump spells there..

Nathan | July 1, 2009 | 8:42 pm

I agree with almost everything you said. The state of Standard is uncomfortable at best, in my opinion. The Doran example is a fantastic one at illustrating how un-fun overpowered creatures can be. How did the format get so warped that The Red Deck doesn’t have the fastest clock?

The Control Deck (usually with Wrath of God) SHOULD be the best deck, and it should be the most difficult to play. U/B Teachings was fair. URzatron was fair.

Trey | July 1, 2009 | 9:37 pm

This is the same thing Randy Buehler said about the format in his response to the M10 rules changes. Randy pointed to this <a href=”http://thethinkinggamer.com/2009/06/10/threats-to-magic-2.aspx”title=”here” as a much larger threat to the game than the new combat changes.

This is also the same reason the pros in Hawaii seemed to all hate the format. In the interviews with some of the players on The Magic Show the comment was made that they’d never heard so many people apologizing for their win.

Paul Leicht | July 1, 2009 | 10:13 pm

It seems to me that this problem is cyclical. Ice Age was a finesse set, Mirage not so much, Tempest more so, Urzas was broken, Invasions not so much, but then again it had Fires. Fires decks used to send people into rages. I think this is done on purpose. I am not certain why WOG was removed but I trust or rather have faith in R&D and QA. If they can’t get it right maybe the game does deserve to be folded away and stored along side old boxes of Advanced Civ and Die Seidler. As far as the rules changes go…well you can’t make an omelet without breaking some eggs. I have witnessed sleazy plays in tournaments since the beginning and it is the responsibility of both players to make sure this doesn’t happen. If they can’t agree on what should happen that’s what the judges are for. Glad you caught that one and nipped it in the bud but rest assured some sleazy player somewhere has gotten away with fudging the stack for their own benefit against a less knowledgeable player. That doesn’t mean that the rules needed to be changed. Imho the reason the combat rule needed to be changed is because WOTC wanted to shake things up. We have grown complacent with our beloved game. We take it for granted. Oh yeah? Now we get to learn it all over again. :) That’s my gut reaction on this.

Thanks for the article and thanks BDM for pointing me to it.

Alfrebaut | July 1, 2009 | 10:14 pm

I totally understand this. I played a lot of Alara block constructed on MODO, and I usually played control decks, and never in my Magic playing career have I ever been so afraid of an empty board on my opponent’s side. Not even in Mirrodin block. I’d look at my board, and almost automatically subtract six(3 from Bloodbraid, 3 more from getting Blightning’d) when considering what to do. I just don’t know anymore.

ProdigalT | July 1, 2009 | 10:31 pm

I’m torn. First of all, I think limited is just fine. I mean, Elder Mastery is a 6cc 3-color Aura - it damn well SHOULD win the game at that cost. Putrid Leech is a beating, to be sure, but I don’t think it’s format-warping. At a triple-Reborn draft I did, I managed to get 4 of them in my deck, and lost in the second round to the guy who had drafted an equal number of Grizzled Leotaus.

Now, I admit that creatures are getting pretty sick in constructed, but you can’t tell me there are no good control decks or no good answers. Your deck can’t deal with turn 2 Leech? Maybe you should play more than 2 Path to Exile, or some other answer - there are several in every color. And who cares that the new Savannah Lion is uncommon? I’m thankful. Surely you don’t think it’s going to wreck drafts?

On the other hand, I’m concerned about losing Wrath, with its replacement costing 6. There really is no substitute.The format loses a LOT, though, when Zendikar rotates in, and maybe it will be the second coming of Masques, and the power will creep backwards, or there will be better answers. I don’t think Wizards is full of idiots and you’d have to be blind not to notice how quick things are. Fixing it takes time (Masques was a response to Jackal Pup and friends), so a slow-down is due.

Gabriel | July 1, 2009 | 10:38 pm

“Continuing the trend, I’ll take this one step further and add a clarification to the stack.”

Rumor is that clarification will no longer use the stack in M11.

I don’t think the speed of the creatures in standard is the real problem, they aren’t worse than turn 3 hasted Blastoderms or any number of Affinity shenanigans, the problem is that because of the power creep in creatures players can put a lot of potential damage on the board without investing the number of cards they would have in the past. Who would have thought there would be a time when Lightning Bolt would not only be reprinted, but also be too weak to kill the best threats in Standard?

Board sweeping effects used to help control decks win the game. Now you need them just to try and stay even. I love creatures, I love creature combat which is why limited is so much fun, but the creatures they are printing are so dangerous that the game is starting to have the VS system feel where if you miss your curve drop you’re so far behind it’s nearly impossible to come back.

Frank Lepore | July 1, 2009 | 10:54 pm

Thanks for all the comments guys. I appreciate it. About the Alara block constructed, I know the feeling. I’ve been playing it online a lot too, and it’s literally impossible to feel like you’re winning. I could have a Bloodbraid and a Thrinax out and I would still say to myself, “well, I’ll probably just lose in a turn.” Sure enough I would get hit with Bit Blast into Celestial Purge/Path. No more board. Then they play Enlisted Wurm into Ajani. I’ve never played more swingy games in my life.

Frank Lepore | July 1, 2009 | 11:10 pm

@ProdigalT: I agree with the comment about Elder Mastery. That’s fair. And I think by and Large limited is fine, it’s just the potential for being blown out seems quite great to me. If you don’t have an effective two drop followed by a three drop it’s very hard to keep up, if at all. Unless of course you happen to have another swingy card, like Martial Coup, or Bit Blast, or similar. Anyway, I love Alara draft as much as anyone. I’ve done two already today which is about par for the course, but the thing is I always feel like my losses are much more frustrating than other formats and stem from not being able to adequately “play” Magic.

For example two matches just today. One I had Zombie Outlander, 2 Darklit Gargoyle, and a Wall of Denial. My opponent was at 5 with all green dudes and no fliers. I win next turn. He plays Defiler of Souls. I can’t come back and lose. My hand was Master Transmuter and Cloudheath Drake as well.

Another game I stabilize at four and and have four power to swing with. He’s at seven or so. He draws…Absorb Vis.

Now the latter game doesn’t even seem relevant to the argument, and maybe I’m just venting there, but I just get the feeling sometimes that there are too many topdecks in this format that can turn a game someone has actually worked hard to win, into one that the player who played poorly can. Just my two cents though.

Icey101 | July 1, 2009 | 11:16 pm

I have noticed this shift for a bit now, it really has become if you can not answer this card this turn or next you lose. And not with just one deck, several decks out there this is the same issue. The loss of wrath could really hurt things even more.

JaGo | July 1, 2009 | 11:48 pm

Excellent article Frank.

I’m generally in agreement with your thoughts on standard. Attempting to come back into a format is difficult when 2 drops attack for 4 and 4 drops attack for 3 while spurting out Boggart Ram-Gangs. Not to mention a combo deck in which every card is a combo piece. I’ve skipped out on PTQs because the thought of enduring 8+ rounds of the format is simply unbearable.

However, players help to create formats. “If I were playing Reveillark and I didn’t draw one of the, say, two Paths the deck runs, I’d have to wait until turn four to wrath.” The best possible way to alleviate this dilemma is to…not run two Paths. I played a seemingly subpar list of Reveillark the other week that was much more tuned to be aggro decks (4 Paths, 4 Wall of Denial, 4 Wall of Reverence, even Unmakes) and the deck performed surprisingly well. Even if a format appears to be stale, consider the number of unexpected decks and cards that pop up and perform extremely well at PTs (Swans, Extended Elves, Knollstorm, Sonic Boom, etc). It requires a lot of creative thinking and testing to find a niche in the format and take full advantage of it, but I think there may be plenty of good cards in the current format that aren’t going to be even tested because the general consensus is that it’s not a constructed worthy card. Sometimes, in my opinion, even being unexpected can accommodate for the fact that the card isn’t quite as powerful.

I really enjoyed the article, looking forward to more in the future.

Frank Lepore | July 1, 2009 | 11:53 pm

These VS. System comparisons seem very apt. The player who missed his drop at almost any turn was more often than not the loser.

Frank Lepore | July 2, 2009 | 12:56 am

@ JaGo: I remember when you and I were like the only two in our group who were like, “I think this guy is going to be really solid,” in reference to Putrid Leech. Well, look how that turned out.

Max | July 2, 2009 | 1:17 am

The difference between Turn 3 hasted Blastoderm and Turn 3 bloodbraid into Boggart Ram-Gang, is that when Turn 3 hasty Blastoderm was legal, so was counterspell(and absorb, and undermine).

JaGo | July 2, 2009 | 1:46 am

@Frank Lepore:

I also remember you saying Enlisted Wurm was good, and me not believing you.

Then again, I DO remember you saying Nulltread Gargantuan is good. :D

Frank Lepore | July 2, 2009 | 2:11 am

Hey, that guy’ll have his day! You just wait!

Then again he does have five power. You know how that goes…

Balthazar | July 2, 2009 | 2:13 am

I saw the reply where the author claimed he missed Solar Flare and the decks of that time and I just couln’t belive what I was reading. To me, that is like the worst Magic ever. Watching 2 Solar Flare decks (or similar deck) going at each other was like watching two stiff dinosaurs going at each other. The games usually ended beacuse one side drew a little more gas the other and/or one side won the Persecute fight. Normaly a true attrition war, which is terrible if you ask me. And to me, that is not a good example of interaction.

Interaction has a cost. The more interactive cards you play usually means that your deck isn’t very proactive. And that is the nature of the game, it’s better (in general) to be proactive than reactive.

ProdigalT | July 2, 2009 | 4:23 am

I remember when you and I were like the only two in our group who were like, “I think this guy is going to be really solid,” in reference to Putrid Leech.

Your group is clearly awful. Find a better group.

Dakon | July 2, 2009 | 4:31 am

THere is a little trick here, that u havent understood. I will tell u what it is.

The power-leveled spells are all Multicolored or have intense mana restrictions. Take cryptic Command for example. 3 Blue. In the older days, 3 blue , would categorize a spell to a Mono Blue deck. Playing Doran , on 3rd turn or even more turn 2 , would require extreme luck or Birds of Paradise. Casting Putrid Leech and then Boggart ram Gang would require , either painlands or more mana. The nasty thing in this format is the diverse mana base. Same goes to Cruel Ultimatum. Just try to built these decks without the manabase from Lorwyn. This is why in Alara Block, many players felt that the mana base was clunky. They were not used to Sacrifice anything in order to built their decks and play their multicolored spells

Think about 5cb the 1st edition. This deck splashed Cryptic Command as its only blue spell. Now how absurd is this? This is why R&D is trying to fix this. This is why Forsythe told in one of his interviews that the interaction bettween Vivid Lands and Reflecting Pool should be gone. Vivid Lands in particular.

As a player that re-started in Alara block and has no lands from Lorwyn, i can tell you that my powerful spells from Alara (Rhox War Monk for example) often come 1-2 turns slower than they should. Putrid Leech in block? There were many ocassions that u are stuck with taplands and Borderposts. I actually use Rupture spire. Sure i play the powerful Leech but 30% of the time this occurs in turn 3. The Rare lands form M10 enhance this interaction.

To sum it up , playing powerful, colored intensive spells should come at a cost. After Vivid Lands and filter lands disappear, that will be the case. Im expecting your comments then.

Mario Haßler | July 2, 2009 | 6:09 am

The combat situation in the first example does not really change with the new rules. Players still get priority in the combat damage step(s). So 2 points of first strike combat damage plus 2 points of direct damage played after first strike damage but before regular combat damage still kills a X/4 creature before it can hit back.

Fact is that all players have to agree on proceeding to the next step (by passing while stack is empty). This was so and will be so.

So I don’t understand why the situation helped you with your feelings about the new combat damage rules.

Mario (Germany)

Dave Petterson | July 2, 2009 | 6:43 am

@Balthazar - The point is that those decks, along side aggressive Red, RG, RW, BW, etc decks were viable not so long ago. You could also play other, non Tron, non-Solar Flare control decks, if that was your thing.Now, those slow, grinding control decks are more or less unplayable (I guess Lark gets some love in that category). It’s irrelevant that you don’t like those decks, or that I hate hate hate WW as a strategy. The point is that in a healthy, enjoyable format, both should be reasonable options.

I would normally say that I trust R&D here, but every Block rotation over the past few years (since Kamigawa left us, I’d say) has made T2 worse. Time Spiral was worse than Kamigawa, Lorwyn/Shadowmoor was worse than Ravnica…Actually, Alara could be every bit as good as Time Spiral, or better. Lorwyn/Shadowmoor just really wreck things for me, though. Makes it hard to tell. I really do hope they can right this ship, though.

PJ | July 2, 2009 | 9:29 am

I think people should read Jim Davis’ report http://islandhomemtg.com/?p=467. It isn’t that the format is too fast or too swingy, it is that the players are lazy and unwilling to put in the effort to exploit the weaknesses of the metagame.

From Jim:

“It seemed that both at and after the Pro Tour there was a lot of complaining about how the format was a very poor one; Cascade was way too random, mulligans hurt much more than in other formats (mostly because of Blightning), and many of the cascade mirrors just came down to who played the last spell. While to an extent some of this is true, I believe that much of it was actually just complaining, and human nature is often to complain about bad situations instead of seeing what they can do to seize the power back into their own hands.”

This is by no means the fastest format we’ve seen, nor the most powerful. It is somewhere in the middle. It’s all just different. it may not be what you prefer in a format and that’s fine. When control was stronger there were similar complaints that there wasn’t enough interaction. Now that creatures are back and we’re interacting every turn, the creatures are too powerful and control doesn’t have enough weapons. There are always going to be people who are not satisfied with a format. That doesn’t make it a bad one.

Sean C. | July 2, 2009 | 9:33 am

Man Frankie, your group is terrible if you and only one other person touted Putrid Leech. All five of our crew said nothing short of “This guy is f’ing nuts!!!” when we saw Leech spoiled.

While I don’t disagree with your statements on power creep and their effect on standard — and to a lesser extent, limited — I feel that Magic is a constantly evolving, ever-changing game that will one day soon have the formart re-emerge into something more interactive and overall enjoyable. I feel this power creep to ultra-efficient creatures is just Magic’s way of getting newer and more casual players into the mix, and it will only be temporary.

Justin Turner | July 2, 2009 | 9:58 am

Good Article Frank,

For those of you who read comments, I also play at that shop that Frank is talking about. I am 50/50 agree/disagree with the article. The part about not actually being able to interact with your opponents is so valid. Every tier 1 deck (GW overrun, BW tokens, fae, swans, BG elves, Lark) is almost like playing solitaire. I’ll speak from the BW tokens side because that’s what I play.

In any matchup where you are the tokens player and you drop turn 2 sculler, you win about 90% of the time. Post board against control when I can put in some thoughtseize also, it’s just ridiculous. There isn’t enough power in control to fight that kind of disruption, not to mention the fact that the disruption fits right into the curve of a well-tuned aggro deck.

The part that I don’t agree on is that the game is unwinnable for control because creatures are too good and the format is too fast. You need to be thinking about these things when you are planning your deck and sideboard choices. If your meta is 50% bloodbraid aggro, you might wanna run 4 finks and 4 path with wraths in the sideboard.

Because the meta at our store is so aggro, those are the exact choices I have made in my deck, along with some celestial purges for the 4cb builds. Post sideboard, it really feels like a good game of magic, at least you can make the right plays and win. I still think the format is very rewarding of being able to out-play opponents, or else it wouldn’t be the same 8 people in top 8 every Friday. I’ve seen merfolk, boatbrew, mono red, 4color lark, sanity grinding, elementals and bant all hit top 8, just because the good players wanted to try something janky. Heck, the Doran player you were talking about used to play a persist deck and consistently top 8′d with it and the cards in it were TERRIBLE.

The format is still very synergistic and it’s still the best player who will win most of the time. The luck factor is still there too, though. That same Doran player will lose to mana-screw the same as a kid playing his first game of magic. We will still all lose to great topdecks. Back in Ravnica standard, if you were control and you had nothing out but a bunch of lands and an Urza’s Factory, you would still win that game if you topdecked the wrath. It’s the same way in this standard, just with different cards.

jpmeyer | July 2, 2009 | 10:14 am

I have the exact same feelings regarding Standard, although I am still optimistic because we get rotations every year, and with the new Core Set policy, new Core Sets every year. If taking out Wrath of God turns out to be a mistake on par with say, putting Necropotence in 5th Edition, we only need to wait one year rather than 2 to get it back.

::crosses fingers that Zendikar will be Masques v3.0::

SerraGodfather | July 2, 2009 | 10:15 am

Very good article, it really describes my impressions.

Gabriel | July 2, 2009 | 11:02 am

“::crosses fingers that Zendikar will be Masques v3.0::”

Minus Rishadan Port of course.

Gabriel | July 2, 2009 | 11:59 am

“The combat situation in the first example does not really change with the new rules. Players still get priority in the combat damage step(s). So 2 points of first strike combat damage plus 2 points of direct damage played after first strike damage but before regular combat damage still kills a X/4 creature before it can hit back.”

I’m not sure I quite understand what you’re saying here, or maybe my knowledge of the new combat rules are wrong, but under M10 rules you have to play your pump spells before damage is dealt otherwise you don’t have a chance to play them, so the Colossus would get the +8/+4 from the Colossal Mights before any damage can be dealt by the Ghitu Encampment.

Under current rules it’s possible for the attacking player to play his pump spells in a way that protects his Colossus from being killed in response, but since he wasn’t clear about how he was playing them his opponent tried to act as though he played them in the exact order and time that would allow him to kill the Colossus which obviously wasn’t the case.

augustoaag | July 2, 2009 | 12:26 pm

DAKON
(The power-leveled spells are all Multicolored or have intense mana restrictions. Take cryptic Command for example. 3 Blue. In the older days, 3 blue , would categorize a spell to a Mono Blue deck. Playing Doran , on 3rd turn or even more turn 2 , would require extreme luck or Birds of Paradise. Casting Putrid Leech and then Boggart ram Gang would require , either painlands or more mana. The nasty thing in this format is the diverse mana base. Same goes to Cruel Ultimatum. Just try to built these decks without the manabase from Lorwyn.
Think about 5cb the 1st edition. This deck splashed Cryptic Command as its only blue spell. Now how absurd is this? This is why R&D is trying to fix this. This is why Forsythe told in one of his interviews that the interaction bettween Vivid Lands and Reflecting Pool should be gone. Vivid Lands in particular.)

This is what I was thinking.
The problem is not the power level of the cards but the fact that you can play them in any deck in any combination of colors losing nothing.
They are balancing card effects and mana costs just like they have been doing all this years but we never got all the colors open. The dont know what they are doing.
Colors should mean that you must choose the best cards in each color and add sub optimal cards to complete the deck.

Frank Lepore | July 2, 2009 | 1:19 pm

Okayl, first off my play group is far from awful. People in my play group consist of people who have won several PTQs, people who make regular PTQ top 8’s, people who have won thousands of dollars at JSS event and people who have top 64ed GPs (including top 16 and top 32). It’s very righteous to come to a forum and say someone’s play group is awful because they missed a powerful card on a spoiler. Cause really, when does that ever happen? This is where I would insert my “eye roll” emoticon. Should I even mention Tarmogoyf?

Secondly, about combat, let’s assume for a second my answer doesn’t involve first strike. That’s clearly the confusing factor. When a casual or “newer” player just haphazardly runs his spells out there onto his creature after blockers are declared, he can avoid all kinds of shady plays, like the opponent arguing that damage was already stacked, simply because there is no damage to be stacked. The game has found a way to make the casual player, who always plays his spells before damage, always right. If you still don’t understand the obvious merit taking away damage stacking has in that situation, well, I tried.

Justin Turner | July 2, 2009 | 1:29 pm

There are good players who netdeck and there are good players that build their own decks, the ones that netdeck to the top32 won’t see the value of leech until it shows up in top 8 decklists. Regardless, if they do well at professional events, they are solid players. I would also say it is a little odd to come into the comments and say someone’s play group is awful based on one anecdote that is easily explained.

The combat thing on the other hand, doesn’t change with the M10 rules, why would you want to play colossal might after damage stacks? I also don’t see the merit that damage stacking has here. Even a newer player can understand that he’d rather give a creature +4 power and trample before damage stacks.

Gabriel | July 2, 2009 | 1:46 pm

“I also don’t see the merit that damage stacking has here. Even a newer player can understand that he’d rather give a creature +4 power and trample before damage stacks.”

I think that is what makes the play of the Swans player kind of shady because it’s clearly not what the Colossus player meant to do. M10 clears up some of the problems that can arise in combat, but there’s still the opportunity for a new player, or a player who it just making a bad play to get screwed here under old or new rules.

If the Swans player has two lands in his hand for example and the attacking player plays both Colossal Mights instead of letting them resolve one at a time the defending player can pitch both lands in response to Colossal Might and kill the Colossus before the pump spells resolve. To try and argue that damage was stacked before the spells were played when the attacking player made no such indication is shady. IMO there is a big difference between taking advantage of a misplay by your opponent and trying to purposely misrepresent the events that actually occured during the attack to tilt things in your favor.

Justin Turner | July 2, 2009 | 2:23 pm

@Gabriel

I agree with you 100% and it’s one of the main reasons that I am FOR the M10 rules changes. Combat right now at FNMs or any casual tournament is messy for the exact reason that was expressed in the original example. When you are playing a weaker player who might do something like play 2 pump spells at the same time, you are tempted to tilt things in your favor. I see it happen all the time where a more seasoned player will say “Stack damage?” when a newer player doesn’t really know what that means. They will say “ok” and then play their card as if their creature hadn’t taken damage. The seasoned player knows these “suggestions” work in their favor most of the time and it is shady.

JaGo | July 2, 2009 | 3:13 pm

I wish I was good enough to accurately judge the skill level of a player based of their initial reaction to a single card.

Gabriel | July 2, 2009 | 3:20 pm

@JaGo

Don’t worry, given enough time and enough failed life experiences you too will have the knowledge to judge people you don’t know.

Justin Turner | July 2, 2009 | 3:51 pm

Poor JaGo. :(

Sean C. | July 2, 2009 | 4:02 pm

I didn’t mean to start out an all-out flame war here with my initial comments. Frank’s all to familiar with my playful ribbing, I do that to break the ice.

Let’s all just focus on the article and what it’s all about. I still stand by my feelings on my follow-up paragraph I generally agree with the comments Frank has made in his op-ed, and I think it was well written and concise. We’re all here playing Magic for the long haul, we’ll get through this aggressive stretch together and be playing in a format where control rules the day again before too long I bet. If not there’s always other formats to play until Wizards makes up their minds. :)

JaGo | July 2, 2009 | 4:11 pm

“We’re all here playing Magic for the long haul, we’ll get through this aggressive stretch together and be playing in a format where control rules the day again before too long I bet.”

And if not, I have boxes of Pokemon cards under my bed that are just itching to battle!

Gabriel | July 2, 2009 | 4:37 pm

As soon as the format slows down the Magic community will complain about the format being too slow, we’re always good for that.

Alan | July 2, 2009 | 5:55 pm

Hi, first time reader, long time off-and-on player. I can’t help but respond to the cries that control SHOULD rule the day. Control will hopefully never “rule” the day again. Soul crushing control decks are a very persuasive deterrent for new players, who are the most important commodity for the health of the game. Only the most technical and creative players out there should rule the day with control, not just players with money who can read the internet.

Has anyone tried double negative? I’ve heard it works like the card reads. I bet the right minds can beat the best aggro out there with control, whatever the format is, but they should have to play perfect magic.

I truly believe there is a lack of creativity in players today. Perhaps this is because people have day jobs and are scrambling to compete as Friday quickly rolls around.

VTC | July 2, 2009 | 7:49 pm

Standard isn’t really that fast. Compare the speed of modern standard decks to, say, Kamigawa-Ravnica Boros with their eight one mana 2/2s and absurd burn suites. The reason that Standard isn’t fun is not because aggressive decks are better than controlling ones, but that creatures are better than spells. Part of the reason that this is a problem is that creatures are less interactive than spells. Complicated board states aren’t so much an interesting strategic question as an irritating math problem.

The other part of the problem is that Wizards has found that the best way to improve the strength of creatures relative to spells is to make them harder to interact with. Kitchen Finks, Bloodbraid Elf, Cloudgoat Ranger, Ranger of Eos, and the other creatures that dominate standard are next to impossible to interact with positively individually. When you consider that you can expect to see every one of them in any large tournament, you realize it’s probably better to give up on trying to interact and just hope that your plan is better than theirs.

Of course, it’s not that much better when spells are much better than creatures. I don’t think that anyone is honestly wishing that they could play against Buehler blue again. But Wizards definitely pushed the pendulum too far with the current standard.

All that said, give it time. Lightning Bolt and Doom Blade are already evidence that Wizards is starting to push towards solid spells again. Let Lorwyn rotate and give us a mana leak in Zendikar and we’ll be most of the way there. In the mean time, draft a bunch to ease the pain.

Gabriel | July 2, 2009 | 8:35 pm

@Alan In a perfect metagame no one deck or deck type would rule the day, but it’s nearly impossible to design cards to be so balanced that you can have a metagame that is that balanced and still manages to be interesting. Control decks aren’t inherently more expensive than aggro decks (in terms of cash value, not mana value of course) so I’m not sure what that statement was supposed to mean.

Also, from what you’re saying it sounds like you think a control player should only be able to win if they play a perfect game, which is impossible to being with, but an aggro player should be able to go through the motions and beat a control deck if they ever make a mistake? I’m not sure I understand that argument.

Yes, Double Negative, like most cards, works like it reads. It’s good at stoping cascade. The problem is you can run at most 4 copies, while the average cascade deck runs at least 7 cascade spells with many decks running even more so even if you draw a Double Negative for every cascade spell they cast they’re eventually going to exhaust your supply.

Also, keeping 3 mana open at all times just to be able to cast Double Negative isn’t always feasible, you might be excited about the thought of countering their Bloodbraid Elf +, but if you are getting beat down the entire time by a 2nd turn Putrid Leech that Double Negative play is going to be irrelevant if you don’t find an answer. The problem obviously isn’t with Double Negative, the problem is that so far there isn’t enough cards to support a deck that would run it and allow it to win consistently.

David Zimet | July 2, 2009 | 9:13 pm

“After this was declared, the Colossus player played double Colossal Might on the Colossus – which should not be said five times fast – without stopping to ask for responses or pass priority. It was at this point that his opponent said to him, ‘After first strike damage, kill it before the Colossal Might resolves?’”

How is that even slightly okay? As the situation is described, the Colossus player is in the declare blockers step. Without passing priority, that player casts Might, then again without passing priority, casts Might. Then, curiously, the Swans player singlehandedly stacks and resolves first strike damage, without permission, and does it before the two spells on the stack can resolve.

Perhaps you’ve taken some poetic license here. However, going by what you have described, and taking as correct the implication that this player is experienced at the tournament level - given their guilty reaction on being observed, they likely knew exactly what they had just done. I certainly would have taken that player aside for discussion. It’s possible that the Swans player should have been disqualified for cheating.

Tekanan | July 2, 2009 | 11:52 pm

Hi,

Your sentiments are exactly what I’m feeling lately. I really love Rav and TSP blocks, but I really dislike Lorwyn-Morningtide and ESPECIALLY Shards of Alara due to their set design (especially in the limited scene). While Lor-Mor gave us great cards in T2 Standard, the whole set made me feel that WotC were designing decks for us. I remembered then that there were only a few competitive decks worth playing unlike during Rav-TSP T2 era. I also hate Lor-Mor because due to its great cards made for T2 (Thoughtseize, etc), it totally overshadowed how great Shadowmoor-Eventide was as a set. Besides being awesome in limited, if you play close attention to most of the card design, it actually can have solid implications on T2… if not for Lor-Mor.

I did start notice the trend of what your article mentioned from Shards of Alara onwards. I really miss Rav-TSP days where not having a T2 drop against aggro isn’t as unforgiving as it is today. Besides, I rate RGD draft the second best next to Sha-Sha-Eve (which falls first). Besides Shalara dissapointing me in its impact on T2 Standard (the only set from the block with many worthwhile strong thoughtseize-quality T2 cards is from Alara Reborn), I find it a TOTAL dissapoinment in the Limited scene. I draft it once in awhile, but absolutely hated at how things interacted with each other. Even TSP block draft had more interactions, and played out like ‘how MtG is supposed to be’ compared to Shalara.

My bottom line is, besides Lor-Mor, Shalara as a set is unhealthy to the game. However, I do admit that Shalara’s flavour is definitely one of the best in MtG history.

Disclaimer: This is obviously my personal opinion…. albeit a strong one.

Mario Haßler | July 3, 2009 | 4:41 am

@Frank Lepore: Ok, now I see what you meant: The old rules would give unfair players more opportunities to cheat. Well, I don’t think those rules were made for that, but if they even help in these cases, why not? (I agree with David Zimet, such behavior should be answered with measures taken by a judge.)

@Gabriel: “[...] under M10 rules you have to play your pump spells before damage is dealt otherwise you don’t have a chance to play them [...]“. That’s right, but the non-first-strike creature deals its damage in the regular combat damage step, so the last chance to pump it would be the first strike combat damage step (e. g. when you want to wait and see whether it is likely that it survives that step). Unless Wizards changes the concept of two separate combat steps, of course.

We already use the new rules for a while now (in casual game), and I like them. It is true that the more experienced players who used combat damage stack “tricks” got used to them and now have to relearn and accept things. However, these tricks not only gave them an advantage over players who just seem to be resistant to understanding rules details. They could also hardly be justified with common sense. In future, a creature in combat has to take damage if it wants to hit the other one (the principle of “stand and deliver”), or, in other words: you have to decide whether to use a special ability or to let the creature participate in combat until the end (which can be fatal). You just can’t have it all.

Mario (Germany)

Alan | July 3, 2009 | 8:25 am

@Gabriel I appreciate your feedback and definitely see your points. All I’m saying is that beginners need threats that work. When the right pile of bomb board removal, card advantage, and mana fixing can not only handle problems with ease, but even make up for sloppy play, we have a problem. Wizards has actually been doing a pretty good job at keeping control decks in the vein of skill testing. Perhaps the meta game just needs to shake down a bit before the control aficionados figure out the best way to stop the current decks to beat. ( other than leveraging tempo like faeires.)

In regard to double negative not being able to keep up with your opponents 6 or 7 cascade spells , I would say why does your control deck have no card advantage in other areas? When your holding back 3 mana you should probably have something else at instant speed other than a lonely double negative if your opponent doesn’t drop bloodbraid. Perhaps removal or card draw? Sure, bit-blast is instant speed and could get around your counter magic, but what is bit blast actually hitting against a straight control deck? Wall of Reverence? Sphinx of the Steel Wind? Best case scenario they cascade into lightning bolt and kill your wall for 5 mana.

I don’t think the problem is that there aren’t enough support cards. I’m suggesting that control players just aren’t willing embrace some of the cards they will have to play with like walls and weighty counterspells. You just have to be smart enough and have the balls to make them work.

quetzilla | July 3, 2009 | 1:10 pm

/agree with article

Shards block is my most disliked block in recent memory… lots of cool card, but for both limited and constructed it is unending frustration. I hope they bring things back to an RGD or LLM style of play, at least for limited.

KBR | July 3, 2009 | 3:49 pm

Double Negative is a 3 mana, 2 color counterspell that you need on turn 3 on the draw, turn 4 on the play. It requires blue decks to splash red. The ONLY application of it in Standard is to counter cascade+spell, and that generates no value. It’s like countering a Mulldrifter or something. You’re only preventing a 2-for-1 or somesuch. Seems bad.

MTGBattlefield | July 3, 2009 | 10:55 pm

Has Magic Lost Its Way?…

Your story has been summoned to the battlefield - Trackback from MTGBattlefield…

Will | July 4, 2009 | 8:59 am

Very interesting article. I would have edited some things differently (the only relevance I see to the discussion of Colossal Might/Seismic Assault is that it won’t be possible to confuse/take advantage of new players with the phrase “damage on the stack” after M10, the Elemental Mastery thing is also irrelevant), but overall I agree that Standard and Shards Limited are not fun.

I’m a semi-competitive player who goes to a fair number of PTQs each year. Lately though, I’ve just been working on EDH decks, reworking my cube, and playing older Limited formats for fun. I just have little interest in Standard or Shards Limited for reasons similar to what you described in the article.

For Constructed, I’m in the same boat as the Warp World player. I like to build somewhat budget-level rogue decks and see how they do in competitive environments. In the past, I have known my deck was at somewhat of a disadvantage but I usually still felt it was capable of winning if I played well. In the current format, I don’t feel like that is the case because decks are packed so full of powerful cards and are capable of taking control of the game so quickly. The power level is the result of tons of dual lands combined with very powerful cards across the spectrum.

Every time I have played Shards Limited I have felt like I played Magic in less than half the games between either side getting mana screwed or just plain blown out by one side having a much more explosive start than the other. The cards in Shards block look like they’d be fun in Limited (I mostly play Sealed so maybe draft is better), but in my experience that just hasn’t been the case and I’ve found myself going back to older formats instead.

Also, this comment thread was a great extension of the article. For what it’s worth, I took Sean’s Putrid Leech post to be playful ribbing and the defensive responses to be unnecessary.

Steve Holt! | July 4, 2009 | 11:44 pm

The format is not too fast in my estimation. The vast majority of the most powerful creatures are 3 and 4 drops and 1 really good two drop. The best removal in the format is Path to Exile and Terminate and Terror, i.e. pretty cheap on the curve. Just a matter of deck design and strategy. I feel like standard has a lot of options right now and is really interesting. I also feel like the best decks in the format are still able to be designed. I don’t think the riddle has been solved, if you will.

JZ | July 5, 2009 | 11:34 pm

It’s true. I think the lack of interaction on the “battle field” is missing to some degree. You mostly wind up playing your side of the board and then hoping. But in spite the fast format it still seems to take forever for rounds to complete.

Alex A | July 6, 2009 | 7:55 am

Frank, I completely agree with you on all points

I didnt love the new rules for magic combat, but im starting to grow ok with it….sometimes it will actually make you think MORE, not less, like when to pop sakura or mog fanatic…since you cant get the same effect you once were able to

Also, due to 2010 core set, we are only going to get faster (lightning bolt, ball lightning, Honor of the Pure, Harms way) I already have been playtesting a mono white deck that does turn 5 goldfish, massively resilient in creature confrontations (aka if one of my guys is blocked, it wont die) and has some minor disruption to boot…and thats only using 2 Lorywin block cards….so it will be easily sustainable in post rotation too

This all does seem quite daunting…there is a reason I had to take a break during my first 2 years at college…I cant keep up, both in cost and in time required….When the power of cards becomes exponentially stronger each set, how am I supposed to take a good deck from 3 months ago, and have ANY shot at all in even the local FNM? I dont…I have to go spend 100’s of hours playtesting and lots of money I dont have, just to have a shot at a local tournament…so I do completely understand yours and the Warp World player’s POV here

Keep up the good work on these articles..I very much enjoy reading them

Justin Turner | July 6, 2009 | 11:30 am

On the limited games being blowouts due to mana screw or explosive starts. I don’t agree that this is something wizards needs to fix. This is something fixable by the players. If you don’t take the mana fixing you need, stop being 5 or 4 color. You might have hated that bomb, but you don’t have to play it. When you draw that initial 7 and you can only play 1 spell in that hand, you should probably ship it. Mana screw does happen, but it shouldn’t be a blowout if you are valuing your hand correctly. You need to look at your hand and think, what is my game plan? If 2 of those spell options come with the disclaimer of needing you to topdeck X land, ship it. If that situation where you are shipping it happens too much, you need to either be drafting more mana fixing putting less strain on your manabase with offcolor spells.

The issue that I see is that Alara Reborn packs are 14 limited bombs and a land card. There are too many early drops that require an answer right away. This is a valid issue up to a point. You are all opening Alara Reborn packs and all have access to those good early creatures. If you aren’t incorporating those blades or leeches into your deck, you better be taking pick 1,2,3 terminates or bit blasts so you can have an answer. This draft format is a little weird because it really tries to give you reason to splash 5 color in pack 3 with no mana fixing, I’ve done it myself plenty. You just have to stay strong and maybe pass that bloodbraid elf if you are esper. :)

Amarsir | July 7, 2009 | 9:48 am

I have to disagree on the first point. You can still cast spells between first strike and regular damage. And more to the point, you can still be slimy and try to confuse your opponent into accepting something other than what he actually did.

Alex A | July 8, 2009 | 4:05 pm

@ Amarsir

Sorry, but you are wrong….in the pre rules change…this was possible, though only if you are slimy…because no one had put the first strike damage on the stack, or had it reslove

but in the new rules…there will be NO BREAK from first strike damage to regular…if a first strike hit kills a creature, it wont deal damage back…but there will be no response time other than static checks between FS damage and Normal damage

Because of this, there will be no way to try to stack first strike damage and kill the mob that way…all of these spells would have to have been played BEFORE the Declare Blockers step was over, and we move into the damage step…thus not allowing for this underhanded play to happen against a casual player

(I am not against this sort of move in general, at higher levels of play….but at Prereleases and FNM I do not think this is right…it doesnt give new players a chance to learn all the rules while playing, they learn from mistakes…which does teach better…but there should be some kind of learning curve for these lower end tournaments)

Mario Haßler | July 9, 2009 | 3:50 am

@Alex A: You’re wrong. As before, there will be an additional combat damage step when creatures with first strike or double strike are involved. As before, players get priority within each of those steps, and the steps only end when all players pass while stack is empty. The only difference is, with the new rules, the combat damage already has been dealt (and not only been assigned) when players get priority.

The comprehensive rules have been published now, read it here: http://www.wizards.com/magic/comprules/MagicCompRules_20090708.txt (rule 510.4 + 510.5).

Mooncalf | July 9, 2009 | 12:38 pm

I don’t see what the new rules have to do the first example. He plays his colossal mights after blockers are declared, that means the instants will resolve before first strike damage will go on the stack, let alone before it resolves! The swans player was thus trying to cheat his first strike damage in a phase too early.

Under the new rules, this will be exactly the same, except for the fact that first strike dmg assigned will resolve immediatly, so he will lose he second -legal- chance to play his instants before first strike dmg will resolve. This doesnt change anything about this particular situation though.

Please correct me if i’m wrong.

Mario Haßler | July 10, 2009 | 3:23 am

@Mooncalf: Please read my comment of “July 2, 2009 | 6:09 am”, then Frank Lepore’s comment of “July 2, 2009 | 1:19 pm”, then “David Zimet | July 2, 2009 | 9:13 pm” and “Mario Haßler | July 3, 2009 | 4:41 am”.

Frank Lepore | July 10, 2009 | 4:25 am

Thank you, Mario.

DPM | July 13, 2009 | 9:08 am

I agree with a certain amount of this, particularly the cascade mechanic, but not so much the examples.

I mean if revillark is only going to run 2 path to exile, then it is going to get stomped as a control deck it has to react to the format, so it should be running 3-4 path, 4 mind stone to accelerate to 4 drops (wrath, sower etc) and finks to ensure it gets to the mid-late game where its card advantage will win. Control decks always have to adapt, if revillark (pre-M10) is built well it can take down aggro all day long.

In the Doran example you mention how they got the nut draw and won, but if the control deck had early interactions like path or, again, finks they could have held on. In the next game the Doran deck loses, you pass this off as mana screw, but this is not a fair assessment. Doran plays very powerful cards with accordingly restrictive costs, this stretches its mana base and makes it more susceptible to awkward draws, mana screw and for opponents to wreck them by wasting their bop or taking out a land. Therefore the greater power as seen in the first game nut draw is balanced by the mana restrictions (I am not claiming it is perfect though).

Philip | July 18, 2009 | 6:40 am

@Mario: I’m kind of a new player, I started playing thos game right about the time Lorwyn 1st came out.

I just want to clarify, doesnt First Strike just give the creature a way to deal damage first before the opponent and not give it two blows against the enemy?

Correct me if I’m wrong.

M. Blowfly | July 25, 2009 | 6:22 pm

This has some interesting points, and I’d recommend that you scope out Randy Buehler’s blog post, which has some similarities. I would point out, however, that the problem that was presented with the Colossus (of many kinds) was only artificially solved by the rule changes. The true issue was a more experienced player trying to d*ck move his way out of a situation his deck can’t cope with. For example, when I used to play Upheaval-Tog years ago: an R/B Scuta player has some untapped lands and cards and I cast Upheaval and float 3. We bounce things back and I put Teeth down. He says, “Terminate.” He says that he announced floating the mana (which was untrue). I said that he hadn’t announced it or I would have cast Nightscape Familiar with Lapse backup (which was true). To solve the issue, I call over a judge who has no choice but to believe him about the mana. I ask him when he played Terminate. He said at the end of my 2nd main. I reminded him that I played my spells first main. The judge had no way to agree with him, so he ended up taking mana burn for 2 and losing. This whole episode was not a function of the rules, but rather utilizing a lack of clarity. I feel as though your example is assigning “new vs. old” rules values to the situation when it isn’t about them. It’s just about a player using rules to punish someone (justly, as I believe I did, or unjustly like the guy from your store.)

Sorry for the wall of text, but I have to address something else: There are other formats. You say, “Call me old fashioned but I don’t want either player to be on a three turn clock in all of their games.” That’s a standard combo-on-combo clock for a Vintage game one. I feel as though you are old-fashioned in that you value spells over creatures, but perhaps not old-fashioned enough to recall a turn three Birds/Instill/Stasis or turn one Dark Rit/Necro. I’m not trying to be a jerk, but I am trying to register my disagreements. The other formats are either ones of the past or those of the present; Legacy is entirely defined by the nature of its spells. For example, Natural Order is much more important than the Progenitus it finds, and the Force of Will that counters it is far more important than the Trygon Predator it pitches. I’ve stopped playing Standard for the very same reasons that you are concerned about it. The next Extended season should hopefully reflect a dominance of countermagic and skill-intensive play like you seem to hope for, with Faeries, Tron, Dredge, Scepter, and maybe even fun decks like Eggs making a show. This has historically been true, like the Extended format at the time of Ravnica’s release. The PT LA top 8 featured two Tog and a Scepter-Chant beating Boros and Madness when Boros decks were constantly winning standard events.

To quote the Hitchiker’s Guide: “Don’t Panic.”

Top 8 Magic » Angelfire 2.0 by Frank Lepore | August 25, 2009 | 5:34 pm

[...] marks the return of guest writer Frank Lepore who previously authored the much talked about, “Has Magic Lost Its Way” on this site. With barely a weekend remaining in the current PTQ season he offers up a last [...]

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