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date: Thu, 11 Jun 2009 11:45:48 +0100,    group: uk.games.trading-cards.misc        back       
Magic 2010 Rules Changes   
As we set out to create the forthcoming Magic 2010 core set-which is a 
completely new approach to the core set ideal, as announced earlier this 
year-we opened up everything about how we make Magic cards to scrutiny in an 
attempt to make that set, and the game as a whole, more accessible.

Every Magic set we release-perhaps each individual card-adds complexity to 
the game. New terms are introduced, new bits of lingo, new names to 
memorize, new potential gameplay scenarios that hadn't existed before. This 
"complexity creep" is all but impossible to stop; it is the nature of a game 
with ever-expanding content. Just because we can't stop the constant 
addition, however, doesn't mean that we shouldn't take occasional long hard 
looks at everything and try to find ways to strip complexity out of the 
system. As we can't "unprint" cards, the best way to accomplish that goal is 
through updating the rules-clearing out and cleaning up overly confusing 
bits.

Magic's rules haven't gone under any radical changes in a decade; the last 
big shift was attached to the release of the Classic Sixth Edition core set 
in 1999. With all the re-imagining we put into Magic 2010, we took time to 
reexamine the rules as well. While the changes we arrived at don't approach 
the scope of the Sixth Edition rules changes, we did find room for 
improvement in a few fundamental areas.

The Sixth Edition changes were meant to bring order to a disordered system. 
Our goal this time was much more subtle-to change the most unintuitive parts 
of game play such that players' first instincts were more often correct. 
Because Magic is a game most often played without access to a rulebook, 
players without contact with our fine network of judges often have to make 
decisions regarding how they think the game operates on the fly, and we want 
them to get things right more often than they get them wrong.

To figure out exactly where the problems were, we got into the mind of the 
casual player-not the player knee-deep in regular sanctioned play or Magic 
Online, but rather the one who plays our game at home, at school, or at the 
small local shop. We drew upon our own experiences and those of our 
co-workers. We ran focus tests. We went out in the field and played against 
such players-players who love, love, love Magic but don't have the need or 
desire to devote themselves to learning all the ins and outs of the rules.

So why is it important to make sure these players' intuition is most often 
correct? Aren't they content playing with their own messy version of the 
rules? They are-up to a point, and that point is when they leave their 
circles and joins the larger, more rules-compliant crowd. Maybe it happens 
at Friday Night Magic, or a Prerelease, or a convention. Maybe new players 
enter the group. However it happens, we want to make sure those players 
don't find out they've been doing it all wrong, find out the game doesn't 
make as much sense as they thought, find out that they don't like the way 
the rules really work.

All of the following changes-there are seven of note, some with multiple 
relevant pieces-have been tested rigorously here in R&D and by other Magic 
players of all varieties here at the company in many play formats, ranging 
from Sealed Deck to Standard to Elder Dragon Highlander to the forthcoming 
Planechase format. The biggest surprise was how often we played our games 
without noticing anything different. The new rules came up in every game, 
but in most situations, they were covered by the same shortcuts people 
currently use during any given game of Magic. In situations where we did 
zoom in past the shortcuts and encounter the changes, all involved parties 
generally agreed that the new way felt natural.

We don't do this flippantly; we don't do it often. We want nothing but 
continued success and growth for the game that we all love playing, and 
sometimes that means making changes. Some of the games you play will end 
differently because of the new rules. Some of your cards will become 
slightly more or less powerful. In the end, the game will be just as deep 
and skill-based as before, and it will be more intuitive and understandable 
going forward.

These rules changes go into effect on July 11, 2009 (the first day of Magic 
2010 Prerelease events) and are scheduled to take effect on Magic Online on 
July 29.

Rules manager Mark Gottlieb will be assisting me in outlining the seven 
changes and how they affect game play. His sections have a blue background.

1) Simultaneous Mulligans
The Reality: Outside of tournament play, most players do not obey the 
by-the-book protocol for handling mulligans in which one player resolves all 
of his or her mulligans before the next player resolves any of his. Instead, 
players mulligan more or less at the same time.

The Fix: Mulligans will now officially be handled simultaneously. This will 
significantly cut down on time spent shuffling before each tournament game.

The Details: The procedure will work like this. Starting with the player who 
will take the first turn of the game and proceeding in turn order around the 
table, each player announces whether he or she will take a mulligan or not. 
Then everyone who said they would take a mulligan does so at the same time. 
(If no one's taking a mulligan, the game proceeds onward.)

If any players took a mulligan, then just those players repeat the process 
to see if any of them will take a second mulligan: First they announce yes 
or no, then all the yeses shuffle and redraw at the same time. This 
continues among the mulliganers until everyone's satisfied with their 
starting hands.

Once you decide you're not taking a mulligan, your starting hand is locked 
in. You can't jump back into the mulligan process later.

2) Terminology Changes
While Magic is full of flavorful and resonant terms (graveyard, library, 
spell, sorcery, combat, etc.), some of our terminology is generic, vague, 
and/or misleading. We are making four distinct terminology changes, both in 
printed card sets going forward and in Oracle, to make the game both clearer 
and more evocative.

2A) Battlefield

The Reality: Some players are confused by the subtle difference between 
"play" and "put into play." The name "in-play zone" breaks the metaphor the 
rest of the game tries to establish.

The Fix: The in-play zone is renamed the "battlefield," which brings it in 
line with other flavorful zone names like "graveyard" and "library." 
Permanents now "enter the battlefield" or are "put onto the battlefield" as 
opposed to "come into play" or "put into play."





The Details: As you may expect, this will require errata on roughly 
thirty-eight bazillion cards. (Over two thousand, at least.) A lot of cards 
say "in play," "to play," or "into play" on them! However, this is a 
straight-up terminology swap. No cards have functionality changes as a 
result of this.

One thing to keep in mind is that, as Aaron stated, "When this creature 
enters the battlefield" is the equivalent of "When this creature comes into 
play." This kind of ability triggers when the creature it's on hits the 
table, not when it enters combat.

2B) Cast, Play, and Activate

The Reality: Again, some players are confused by the subtle difference 
between "play" and "put into play." The term "cast" was retired from game 
rules at the time of Classic Sixth Edition for reasons I no longer believe 
are relevant-to streamline the rules and condense the number of terms down 
at the cost of flavor. Most players today who played pre-Sixth (and some who 
didn't!) still use the term "cast." It makes sense for spells to be "cast" 
as opposed to "played."

The Fix: "Cast" is being reinstated as the verb used when referring to the 
act of playing spells or types of spells. "Play" is being kept as the verb 
associated with lands (and with cards of unspecified types). Activated 
abilities are also no longer "played" but rather "activated."




The Details: This change will also require a lot of errata, but there won't 
be any functional changes. We're only changing the words.

To illustrate Aaron's point, a ton of players were confused about the 
interaction between Phage the Untouchable and Elvish Piper. Here are their 
Tenth Edition wordings:

Elvish Piper: , : You may put a creature card from your hand into play.
Phage's first ability: When Phage the Untouchable comes into play, if you 
didn't play it from your hand, you lose the game.

The distinction between playing a card from your hand and putting a card 
into play from your hand was subtle to the point of unintelligibility. We 
want people other than Level 3 judges to be able to understand the game. 
Here's what the wordings of these cards will become:

Elvish Piper: , : You may put a creature card from your hand onto the 
battlefield.
Phage's first ability: When Phage the Untouchable enters the battlefield, if 
you didn't cast it from your hand, you lose the game.

Much better. In the new world, you'll play lands, cast spells, activate 
abilities, and play cards that might be lands or spells (as with Mind's 
Desire).

2C) Exile

The Reality: "Removed from the game" is increasingly a misnomer as we design 
more cards that use the removed-from-the-game zone as a temporary holding 
cell for cards that are very much still in the game. Like the "in-play 
zone," the name "removed-from-the-game zone" does a poor job of maintaining 
the game's fantasy metaphor.

The Fix: The phrase "remove from the game" is being changed to "exile," 
which is shorter, more flavorful, and not at all misleading about actually 
being in the game. The zone is now called the "exile zone" and cards in it 
will be referred to as "exiled cards."




The Details: This is, for the most part, another cut-and-paste terminology 
change. Every card that removes something from the game, from Jester's Cap 
to Astral Slide to Identity Crisis, will be getting errata to use the word 
"exile" instead. But none of these cards are functionally changing.

However, the acknowledgment that this zone is, in fact, fully within the 
game does bring about functional changes to the six Wishes, Ring of Ma'rûf, 
and the Research half of Research // Development. These cards let you get 
cards from "outside the game," which has been ruled to include your card 
collection (in casual games), your sideboard (in tournament games), and the 
removed-from-the-game zone. That's no longer the case. Exiled cards are not 
outside the game (and you could argue that they never really were), so these 
cards will no longer be able to access cards in that zone. Their primary 
functionality-getting cards from your collection or sideboard-remains 
unchanged, of course.

2D) Beginning of the End Step

The Reality: The subtle but important difference between the phrases "at end 
of turn" and "until end of turn" in our card templates is a constant source 
of confusion for players. "At end of turn" really means "at the beginning of 
the end-of-turn step," which is not the actual end of the turn. In fact, it 
is often strategically correct to take certain actions during the 
end-of-turn step after "at end of turn" triggers are processed, which many 
players have trouble wrapping their heads around. Compounding this is the 
fact that "until end of turn" effects, like that of Giant Growth, last until 
the actual end of the turn.

The Fix: This one didn't involve the creation of any new terminology. 
Instead, it involves a minor rules update (changing the name of the 
"end-of-turn step" to the "end step") and a change in how we are templating 
cards. We will now refer to the time when such triggers happen as what it 
actually is: "at the beginning of the end step." Hopefully this will more 
clearly convey the existence of a window in the turn after these triggers 
occur during which more spells and abilities can be used. "Until end of 
turn" will still be used for effects with durations such as Giant Growth.




The Details: Indeed. This way, "at the beginning of the end step" triggers 
will more closely match "at the beginning of upkeep" triggers. Once again, 
no cards are functionally changing. We're just issuing errata, and changing 
card wordings going forward, so they more clearly convey what their 
functionality actually is.

There's a further change that escaped our notice before the Magic 2010 set 
was printed, but it'll be implemented on new cards starting with the 
Zendikar set. Where this issue gets really confusing is when a spell or 
ability that resolves during the end step has an "at end of turn" delayed 
triggered ability appended to it. Rakdos Guildmage's second ability is a 
perfect example. Here's what it says currently:

Rakdos Guildmage's second ability: : Put a 2/1 red Goblin creature token 
with haste into play. Remove it from the game at end of turn.

It boggles the mind that if you activate this ability during the end step, 
after "at end of turn" triggers have already triggered, that you'd get to 
keep the token through nearly the entire next turn. This was called the 
"end-of-turn loophole," and it wasn't a problem for power reasons-it was a 
problem because it was ridiculously unintuitive. I think that confusion is 
alleviated not only by using the new template, but by adding the word "next" 
within it, like so:

Rakdos Guildmage's second ability: : Put a 2/1 red Goblin creature token 
with haste into play. Remove it from the game at the beginning of the next 
end step.

That makes so much more sense it makes my toes curl. But that covers just 
one of the changes to this ability's wording. When it's fully updated, it'll 
really look like this:

Rakdos Guildmage's second ability: : Put a 2/1 red Goblin creature token 
with haste onto the battlefield. Exile it at the beginning of the next end 
step.

Now that's an ability!

3) Mana Pools and Mana Burn
3A) Mana Pools Emptying

The Reality: Many players can't clearly distinguish between phases and 
steps. The fact that mana remains in pools from step to step but not phase 
to phase is arbitrary. The concept of floating mana from step to step is 
hard to understand. Mana pools, in general, should be empty most of the time 
that players pass priority for ease of keeping track of the game state.

The Fix: Mana pools now empty at the end of each step and phase, which means 
mana can no longer be floated from the upkeep to the draw step, nor from the 
declare attackers step to the declare blockers step of combat.

The Details: This is mostly a change on the rules side. Currently, rule 
300.3 of the Comprehensive Rules says "When a phase ends (but not a step), 
any unused mana left in a player's mana pool is lost." That'll change to 
"When a step or phase ends, any unused mana left in a player's mana pool is 
lost." A few cards, such as Upwelling and Sakura-Tribe Springcaller, will 
get minor errata to their "mana doesn't empty from mana pools" abilities 
just to specify that the mana doesn't empty when steps end either. Other 
cards affected by this change, such as Radha, Heir to Keld and Braid of 
Fire, will not receive errata.

3B) Mana Burn Eliminated

The Reality: Many players aren't aware of the existence of mana burn as a 
game concept. Discovering it exists, especially via an opponent manipulating 
his own life total for gain, can be jarring. Its existence impacts game play 
in a negligible way, whereas its existence impacts card design space 
somewhat significantly.

The Fix: Mana burn is eliminated as a game concept. Mana left unspent at the 
end of steps or phases will simply vanish, with no accompanying loss of 
life.

The Details: It turns out that eliminating mana burn from the game is 
surprisingly easy. I delete three sentences from rule 300.3, strike the 
glossary entry, and modify a few other rules that mention mana burn, and 
it's gone. Six cards will get errata to delete their references to mana 
burn, since "This mana doesn't cause mana burn" text will be pretty 
redundant all of a sudden.

What happens during a game? Let's say Heartbeat of Spring is in play, and 
you add four mana to your mana pool, but you spend only three of it. At the 
end of the current step or phase, the extra mana vanishes. That's it. No 
penalty; it's just gone.

By my reckoning, the elimination of mana burn will functionally impact about 
40 cards, some for the better and some for the worse, some directly and some 
indirectly, because no cards are getting errata as a result of this rules 
change. That's right: We're not maintaining current functionality for these 
cards; the whole point of getting rid of the mana burn rule is to get rid of 
the mana burn rule.

Some examples of cards that will work differently:


.Cathodion, Tolarian Academy, and Mana Drain are better, since there's now 
no drawback to adding unspendable mana to your mana pool.
.Spectral Searchlight and Valleymaker are worse, since you can't use them to 
cause your opponent to mana burn.
.Spur Grappler and Well of Discovery are better, since you can basically tap 
all of your lands for free now.
.Citadel of Pain is worse, since your opponent can basically tap all of his 
or her lands for free now.
.Hidetsugu's Second Rite is better, since your opponent can't dodge a life 
total of 10 by mana burning down to 9.
.Magus of the Mirror, Convalescent Care, and Pulse of the Forge are worse, 
since you can't intentionally (and easily) mana burn yourself down to a low 
life total.

In 99.9% of Magic games, of course, you'll never even notice mana burn is 
gone.

4) Token Ownership
The Reality: The current "token ownership" rule is poorly understood, mainly 
because it doesn't make a ton of sense. Currently, the owner of a token is 
"the controller of the effect that put it into play." That means I own the 
tokens put into play under your control due to my Hunted Dragon or Forbidden 
Orchard, which allows me to do unintuitive tricks with cards like Brand or 
Warp World. Few people are aware of this rule, and assume that the owner of 
the tokens is the player under whose control they entered the battlefield.

The Fix: We are matching most players' expectation by changing the rule such 
that the owner of a token is, in fact, the player under whose control it 
entered the battlefield.

The Details: The rules change is as Aaron described it. As for the 
ramifications, there are three kinds of situations when this rule comes up:


1.When someone is trying to exploit it. (Sorry, Warp Worlders.)
2.When a naturally occurring game situation makes it matter who owns a 
token. This is pretty darn unusual. For example, my Hunted Lammasu creates a 
token under your control, I Repeal the token, and one of us controls Azorius 
Æthermage. Whose hand did that token return to? Under the old rule, mine; 
under the new rule, yours. But without that Æthermage on the battlefield, it 
doesn't actually matter.
3.In a multiplayer game. My Hunted Lammasu creates a token under your 
control, then I lose the game. Under the old rule, I take my token with me 
when I leave the game. Under the new rule, it stays right where it is.

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

The Fix: As soon as damage is assigned in the combat damage step, it is 
dealt. There is no time to cast spells and activate abilities in between; 
the last time to do so prior to damage being dealt is during the declare 
blockers step.

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

This is not as sweeping as it sounds. In the majority of cases, creatures 
attack, creatures block, and combat looks the same way it did before-minus 
the chance for counterintuitive tricks after "damage on." The majority of 
the explanation below covers multiple blocks.

The Details: This changes what happens during the declare blockers step and 
what happens during the combat damage step.

Combat Phase


.Beginning of combat step
.Declare attackers step
.Declare blockers step
.Combat damage step
.End of combat step




The first thing that happens during the declare blockers step is that the 
defending player (big surprise!) declares blockers. This works the same as 
before, with an addition. If multiple creatures block the same attacker, the 
attacking player orders those blockers to show which is first in line for 
that attacker's damage, which is second, and so on. This is all part of the 
"declare blockers" action. Once that's done, players can cast spells and 
activate abilities.

The first thing that happens during the combat damage step is that combat 
damage is assigned. If an attacker is blocked by multiple creatures, the 
attacking player can divide its combat damage among them. The player starts 
by assigning damage to the first blocking creature in line. If that creature 
is assigned lethal damage, further damage may be assigned to that creature 
and/or the next one in line. If lethal damage is assigned to the second one, 
the attacking player can move on to the third, and so on. This works very 
similarly to trample.




So ... what is "lethal damage"? For the purposes of damage assignment, 
"lethal damage" is the amount of damage necessary for a creature to be 
destroyed, ignoring all abilities and damage prevention effects. In other 
words, it's that creature's toughness minus any damage that's already been 
dealt to it or that is simultaneously being assigned to it. It doesn't 
matter whether that creature has protection, is indestructible, will prevent 
the next 8 damage that would be dealt to it, etc.

Even though you announce your damage assignments sequentially, the 
assignment process is treated as though it's simultaneous. It's like 
declaring attackers or blockers: A player announces what he or she will do, 
then the whole shebang is checked to see if it's legal. If it's not, it's 
all wiped out, the game backs up, and the player starts again. Once everyone 
has announced legal damage assignment schemes, the damage is immediately 
(and simultaneously) dealt. Then state-based effects are checked, so 
creatures that have actually been dealt lethal damage are destroyed. 
Finally, players can cast spells and activate abilities.

If you want to activate regeneration abilities, cast damage prevention 
spells, pump your creature's toughness, or do any other kinds of combat 
tricks, you now need to do so during the declare blockers step. At that 
time, combat is deterministic enough to give you a good idea of what's 
coming. You'll be able to tell whether you need to regenerate your blocker, 
for example.

The declare blockers step is also the time you need to determine whether you 
want to Unsummon a creature, sacrifice Mogg Fanatic, sacrifice a creature to 
pump up Nantuko Husk, or the like. An important aspect of the new combat 
damage system is that only creatures that are still on the battlefield-and 
still in combat-get to deal combat damage. A creature can no longer start to 
swing its fist to punch, vanish from the battlefield, and then have that 
punch land.

This new system has a number of corner cases associated with it. I'll touch 
on a few here.


.If a creature has the ability to block multiple attackers, and does so, it 
uses the same order-and-assign system for dividing its damage among those 
attackers. In this case, the defending player orders the attacking 
creatures.
.If multiple creatures are blocking an attacker and one of them leaves 
combat, the relative order of the other creatures doesn't change.
.If one or more creatures is blocking an attacker and a new creature enters 
the battlefield blocking that attacker (I'm thinking of Flash Foliage), the 
attacking player inserts the new creature into the existing order wherever 
he or she wants. It can be first, last, or somewhere in between. The 
relative order of the other creatures doesn't change.

Let's look at an example. I attack Aaron with a 10/10 Skyshroud Behemoth.




Aaron blocks with Angel of Mercy, Wall of Swords, a Standing Troops that's 
already been dealt 2 damage this turn, Suntail Hawk, and Savannah Lions. 
That's how I order them.




During the declare blockers step, I cast Terror to destroy Wall of Swords, 
Aaron casts Shelter to give Angel of Mercy protection from green, Aaron 
activates Ghost Warden's ability to give Suntail Hawk +1/+1, and Aaron casts 
Bandage to prevent the next 1 damage that would be dealt to Suntail Hawk.




During the combat damage step, I start by assigning the Behemoth's damage to 
Angel of Mercy. I can assign anywhere from 3 to 10. Since all the damage 
will be prevented, I choose to assign the minimum, which is just 3. Next is 
Standing Troops. Since it's already been damaged, just 2 more is lethal, so 
that seems like a good number. Then comes Suntail Hawk. I need to assign 
just 2 damage, but I might as well assign 3 so it'll be destroyed. Finally 
comes Savannah Lions. I have 2 damage left to assign. The Behemoth doesn't 
have trample, so I can't assign any of its damage to Aaron-it's all got to 
be assigned to the creatures blocking it. I assign 2 damage to the Lions, 
even though that's more than enough to destroy it. The blockers that are 
still in combat assign a total of 8 damage to the Behemoth, then all damage 
is dealt. Standing Troops, Suntail Hawk, and Savannah Lions are destroyed.




That may have seemed really complicated. But let's look at that again. After 
I Terror the Wall, the Behemoth is being blocked by four creatures. The 
Behemoth has 10 power. It takes only 9 power to assign enough damage to kill 
all the blockers, even though the one with protection won't die. So I do.

We know this will take some getting used to. Not only is it the biggest 
single change to the rules, but it actively makes cards such as Mogg Fanatic 
worse. (Or, if you prefer, it returns Mogg Fanatic to its original 
functionality. Combat damage didn't use the stack when Tempest was 
released.)

We've been playing with this change for months, and we've found that the 
first part of the change (having combat damage not use the stack) is a 
positive move for the game as a whole, and the second part of the change 
(doing different things with double blocking) comes up amazingly 
infrequently. That's the more complex part of the change, but it matters 
only when there's a double block, someone has a combat trick, and the 
situation falls somewhere between "kill all blockers" and "kill just one 
blocker."

6) Deathtouch
The Reality: There are two problems with deathtouch. One, the fact that it 
is a triggered ability leads to instances where a single creature needs to 
regenerate twice from a single source with deathtouch, which is 
unnecessarily hard to intuit. Second, the deathtouch ability as currently 
worded doesn't work well under the new combat rules. If a creature with 
deathtouch, like Kederekt Creeper, is double-blocked by two 3/3s, the new 
rules wouldn't allow the division of damage between the blockers, which kind 
of defeats the point of the card and fails to live up to expectations of how 
deathtouch should function.

The Fix: First, deathtouch is becoming a static ability. Creatures dealt 
damage by a source with deathtouch will be destroyed as a state-based effect 
at the same time lethal damage would kill them. As a side effect, multiple 
instances of deathtouch will no longer be cumulative. Second, deathtouch 
allows a double-blocked creature to ignore the new damage assignment rules 
and split its damage among any number of creatures it's in combat with 
however its controller wants to.




The Details: I'm going to start on a tangent. The game continually checks 
for certain messy game conditions, and then immediately deals with them to 
clean up the game state. For example, if an Aura is on the battlefield but 
not attached to anything (because the enchanted creature went away), the 
Aura is put into its owner's graveyard. If more than one legendary permanent 
with the same name is on the battlefield, they're all put into their owners' 
graveyards. If a player has 0 or less life, that player loses the game. 
There are more, and these results are called "state-based effects." I like 
to think of the game constantly checking for, and scrubbing out, these messy 
conditions as the Magic equivalent of the fleet of automatic cleaning robots 
that silently sweeps through my subterranean lair every few seconds or so.

The next edition of the Comprehensive Rulebook will contain a new 
state-based effect, which I'll paraphrase here: "A creature that's been 
dealt damage by a source with deathtouch since the last time state-based 
effects were checked is destroyed." As Aaron stated, this is the same 
process that the game uses to destroy a creature that's been dealt lethal 
damage. The two events will now look exactly the same.

There are two ramifications to this. First, if you want to regenerate your 
creature (or bounce it, or sacrifice it, or whatever), you better do so 
before it's dealt damage by a source with deathtouch. The grace period that 
used to exist while the deathtouch triggered ability was waiting to resolve 
is gone. Once that damage has been dealt, state-based effects will wipe out 
that creature immediately. Again, this is the same thing that happens if 
your creature is dealt lethal damage.

Second, if your creature is dealt lethal damage by a source with deathtouch 
(for example, if Drudge Skeletons is blocking Moonglove Winnower), a single 
regeneration shield is enough to keep it alive. Two state-based effects are 
trying to kill the Skeletons (one that deals with lethal damage and one that 
deals with damage from a source with deathtouch). Since all state-based 
effects are processed simultaneously, one regeneration effect will cover 
them both.

The new rules care whether a damage source has deathtouch, which leads to 
notable changes in certain scenarios. Let's say a creature has both 
deathtouch and a damage ability, like a Prodigal Pyromancer equipped with 
Quietus Spike. If the ability is activated targeting a creature, but the 
Pyromancer leaves the battlefield before it resolves, then the game 
determines the characteristics of the damage source by checking its last 
existence on the battlefield. If the Spike was still equipping the 
Pyromancer at the time the Pyromancer left, then the source has deathtouch 
(just like the source is red, and the source is a creature). The creature 
that's dealt damage is destroyed. (Wither already works like this in similar 
situations.) Under the old deathtouch rules, this wouldn't have happened 
because deathtouch wouldn't be around to trigger.

Moving on to combat .... If a creature with deathtouch is blocked by 
multiple creatures, the declare blockers step works the same way. The 
attacking player still orders the blocking creatures to show which is first 
in line for damage, which is second, and so on. The ordering is irrelevant 
to the creature with deathtouch, but it's still done because the creature 
might lose deathtouch before combat damage is assigned.

When it comes time to assign combat damage, a player can divide damage from 
a creature with deathtouch as he or she chooses among any of the creatures 
blocking or blocked by it. (If that seems familiar, that's how all creatures 
operated under the old system.) You can ignore the ordering.

Let's look at an example. I attack Aaron with Moonglove Winnower, and he 
blocks with Horned Turtle, Wizened Snitches, and Drudge Skeletons. I order 
them like that. Now, during the declare blockers step, Aaron has to decide 
whether or not to activate Drudge Skeletons's regeneration ability. He 
doesn't know whether I'll assign damage to them, but he knows that I could. 
Let's say he doesn't. When the combat damage step starts, I can divide 
Moonglove Winnower's damage however I want among the blockers. Let's say I 
have the Winnower assign 1 damage to the Snitches and 1 damage to the 
Skeletons. As soon as combat damage is dealt, Wizened Snitches, Drudge 
Skeletons, and Moonglove Winnower are all put into the graveyard at the same 
time.

One last thing. Now that "deathtouch" no longer means "When [this permanent] 
deals damage to a creature, destroy that creature," Cruel Deceiver and 
Venomous Fangs will be getting errata to revert to their printed 
functionalities. The rest of the deathtouch cards were actually printed with 
the word deathtouch on them, so they'll change over to the new 
functionality.

7) Lifelink

The Reality: The fact that lifelink is a triggered ability leads to 
situations where the controller of a blocker with lifelink dies from combat 
damage before lifelink can grant that player enough life to stay alive. Many 
players get this interaction wrong; the subtle difference in timing is 
unfortunate.

The Fix: Lifelink, like deathtouch, is turning into a static ability. If a 
source with lifelink deals damage, its controller gains that much life as 
that damage is being dealt. This brings the timing much closer to spells 
like Consume Spirit and Lightning Helix. As a side effect, multiple 
instances of lifelink are no longer cumulative.




The Details: As with deathtouch, this will incur functionality changes in 
some cards and errata (actually, un-errata) in others. If a card was printed 
with the word "lifelink" on it, its functionality will change to the new 
lifelink. However, a bunch of cards were printed with the ability "Whenever 
[this permanent] deals damage, you gain that much life" on them and got 
errata to say "lifelink" a couple of years ago because the two abilities 
were equivalent. Now that they're not, those cards will be reverted to their 
original wordings. They'll work as printed ... but they won't have lifelink. 
Only one card-Loxodon Warhammer-has been printed both ways. Since its most 
recent printing says "lifelink," it will stick with that and have the new 
functionality.

In my time as Rules Manager, I've added a few sections to the Comprehensive 
Rules that I was surprised didn't previously exist. For example, I've added 
a section called "Life" and one called "Drawing a Card." These sections 
collect relevant rules that were previously scattered throughout the 
rulebook, as well as including new rules on the subject. For the Magic 2010 
rulebook update, I'll be creating a section on "Damage."

Damage is processed in two steps. There's no timing separation between these 
steps; one immediately follows the other. They're separated just so 
prevention and replacement effects can be processed correctly.

Step 1: Damage is dealt. Prevention and replacement effects that care about 
damage apply here.

Step 2: Damage that's been dealt has its results. Replacement effects that 
care about those results (like life loss or counters, for example) apply 
here.

What are the results of damage? The list, updated through Magic 2010, is as 
follows:


.Damage dealt to a player causes that player to lose that much life.
.Damage dealt to a planeswalker causes that many loyalty counters to be 
removed from that planeswalker.
.Damage dealt to a creature by a source with wither causes that many -1/-1 
counters to be put on that creature.
.Damage dealt to a creature by a source without wither causes that much 
damage to remain on that creature.
.Damage dealt to anything by a source with lifelink causes that source's 
controller to gain that much life, in addition to whatever other results the 
damage has.

The fourth point is odd, since it doesn't seem to do anything. And, in some 
sense, it doesn't. It just marks the creature with an invisible tag 
indicating how much damage it's been dealt. The game keeps checking these 
tags. If at any time the total amount of damage indicated by these tags 
meets or exceeds that creature's toughness, the game (not the source of the 
damage!) destroys it as a state-based effect. If the creature regenerates, 
those tags are removed. As the turn ends, those tags are also removed.

The fifth point is what's changing about lifelink. Now the life gain is part 
of the damage event. Let's say you're at 1 life, and you're attacked by a 
pair of 2/2 creatures. You block one of them with a 3/3 creature with 
lifelink, but you don't block the other one. As a result of the damage, 
you'll lose 2 life and you'll gain 3 life at the exact same time (assuming 
none of the creatures have first strike). You'll wind up at 2 life.

Just like deathtouch, the fact that the new rules care whether a damage 
source has lifelink leads to notable changes in certain scenarios. Let's run 
the same example. Say a creature has both lifelink and a damage ability, 
like a Prodigal Pyromancer equipped with Loxodon Warhammer. If the ability 
is activated targeting me, but the Pyromancer leaves the battlefield before 
it resolves, then the game determines the characteristics of the damage 
source by checking its last existence on the battlefield. If the Warhammer 
was still equipping the Pyromancer at the time the Pyromancer left, then the 
source has lifelink (just like the source is red, and the source is a 
creature). The damage causes me to lose 1 life and the Pyromancer's 
controller to gain 1 life. (Wither already works like this in similar 
situations.) Under the old lifelink rules, this wouldn't have happened 
because lifelink wouldn't be around to trigger.

The changes listed in this article aren't the only rules changes that are 
taking place, but they're the most relevant ones to modern Magic play. The 
rest include things like an update to banding to bring it into compliance 
with the new combat damage rules, a radical streamlining of the phasing 
rules that I've been working on, and various maintenance fixes deep behind 
the scenes. More information will be made available about all these changes 
as we near the rulebook's release date.

Can I Learn More?
I understand this is a lot to digest. These rules won't be going live for 
another month, so there's plenty of time to process and discuss the changes.

Expect more content on this very site over the next few weeks about the 
changes, both from our regular columnists and in our new judge column. Gurus 
are available on our forums to answer rules questions, and you may also 
contact our Game Support department if you need further answers.

I realize that some of these decisions will cause concern for our loyal and 
enfranchised players. History alone indicates that will be the case; there 
was a great deal of negativity from some quarters in response to the Sixth 
Edition changes ten years ago. Players decried that the end was nigh and the 
game would never recover. But most of us calmed down and learned the 
changes, and now they're second nature to us. I anticipate this batch of 
changes to go no differently. I am prepared to defend all of these decisions 
and can say with a straight face, a clear conscience, and months of 
firsthand experience that Magic will be improved as a result of them.

I hope you'll agree, and here's to not doing this again for another decade.

Scource: Daily MTG : Magic The Gathering Feature Article
Published: Wednesday, June 10, 2009
date: Thu, 11 Jun 2009 11:45:48 +0100   author:   NotC

Re: Magic 2010 Rules Changes   
PLEASE PLEASE PLEASE SIGN THE PETITION TO SAVE THE DAMAGE IN THE
STACK:

[url]http://www.thepetitionsite.com/1/give-stacked-combat-damage-a-
chance[/url]

THANKS ... please forward it in other websites too !!!!!!
date: Thu, 11 Jun 2009 11:52:23 -0700 (PDT)   author:   duncan broom

Re: Magic 2010 Rules Changes   
on 11 June, 19:52, duncan broom 
wrote:
> PLEASE PLEASE PLEASE SIGN THE PETITION TO SAVE THE DAMAGE IN THE
> STACK:
>
> [url]http://www.thepetitionsite.com/1/give-stacked-combat-damage-a-
> chance[/url]
>
> THANKS ... please forward it in other websites too !!!!!!

Please say this is a joke.  The petition I mean
date: Fri, 12 Jun 2009 06:04:35 -0700 (PDT)   author:   Granty

Re: Magic 2010 Rules Changes   
The change is a done deal, so the various petitions floating about aren't 
likely to accomplish much, but I'm severely unimpressed with the combat 
changes. Just seems to take away opportunities for tricksy play and 
bluffing, just makes the game more random, especially sealed.

I wasn't bothered by 6th ed changes, was unphased by planeswalkers, lived 
with the disaster area that was Urza block pre bannings, but these combat 
changes make me think about WoW, especially in light of the impossibility of 
screw.


Risky move, seems that Joe kid is the target market now, and they don't have 
much spending power.
date: Fri, 12 Jun 2009 20:43:02 +0100   author:   Bryan Connolly

Re: Magic 2010 Rules Changes   
On Jun 12, 8:43 pm, "Bryan Connolly" 
wrote:
> The change is a done deal, so the various petitions floating about aren't
> likely to accomplish much, but I'm severely unimpressed with the combat
> changes. Just seems to take away opportunities for tricksy play and
> bluffing, just makes the game more random, especially sealed.
>
> I wasn't bothered by 6th ed changes, was unphased by planeswalkers, lived
> with the disaster area that was Urza block pre bannings, but these combat
> changes make me think about WoW, especially in light of the impossibility of
> screw.
>
> Risky move, seems that Joe kid is the target market now, and they don't have
> much spending power.

Speaking as a shop, Joe Kid has plenty of spending power. I have a
core of dedicated tournament players, but they represent no more than
about 30% of my sales of magic. There are more kids, and even if each
of them has individually less than the older players, they also have
fewer bills to spend it on. Also, tournament players seem to target
their spending on singles for decks rather than boosters in my
particular experience, after an initial fairly large purchase on set
release.

As to the rules changes, I'm not very concered one way or another.
I've seen Magic R&D produce things that have made people go 'The End
is Nigh' and each time, R&D have pretty much been right. Recently,
Mythics were the hot topic, before them, Planeswalkers. Each time,
it's worked out fine.
date: Mon, 15 Jun 2009 09:39:57 -0700 (PDT)   author:   EGBecky

Re: Magic 2010 Rules Changes   
On hearing the new rules updates I was initially pretty anxious, but
on reflection and reading many SCG, etc articles, I'm not that
worried.

Lifelink: So glad this has changed. Genju of the Fields anyone? Utter
joke. I'm glad that crap like Battlegrace Angel now gets worse.

Deathtouch: This works as you'd expect now, and together with trample,
actually works better. Eg Wren's Run Vanquisher plus Warhammer can
deal 1 damage to blocking creature and the rest to the player.

Damage on the Stack: The most controversial part of the changes, and
while limited while change immeasurably in the foreseeable future, it
shouldn't make too much of an impact on constructed. Removing oneself
from the current rules and trying to explain them to a new player
makes Damage on the Stack pretty "unintuitive" (MTG.com). Mogg Fanatic
dealing 2 damage doesn't make much sense, and for those that say
removing DoS dumbs the game down, blocking your 3/3 with my 3/3 then
pumping with damage on doesn't really take much brainpower. Tribe
Elder still acts as a Rampant Growth plus Healing Salve, so not all of
these sort of cards automatically become worse.

Assigning blockers: Still not sure about this, from one point of view
it makes sense for the attacker to indicate which blocking creature
he'd like to deal damage to first, then second, etc. But then again
the blocking player could also want to send in one dude first, then
second, etc. It does give the advantage to the attacking player, which
is probably better in the long run.

Cheers, Guy
date: Thu, 18 Jun 2009 02:36:42 -0700 (PDT)   author:   Guy

Re: Magic 2010 Rules Changes   
> "Guy" wrote in message...
>
> Deathtouch: This works as you'd expect now, and together with trample,
> actually works better. Eg Wren's Run Vanquisher plus Warhammer can
> deal 1 damage to blocking creature and the rest to the player.

I don't think you are right about the combination of Deaththouch and 
Trample.

As far as we can tell the rules of Trample have not been changed, so you 
would still have to assign lethal damage to a creature before any remaining 
damage can be assigned to the defending player.

Trample doesn't work because a blocking creature is going to be killed, it 
works because lethal damage has been assigned.
date: Fri, 19 Jun 2009 13:29:25 +0100   author:   Jason Howlett play @ thegamesclub.org

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