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M10 Unknown Artwork June 30, 2009

Posted by Norm in Magic 2010, Spoilers.
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Tonight while chatting with Nick from CCG Tradepost, M10 unaccounted for artwork came up. Specifically in relation to how Blue is getting the shaft in this core set. There is still hope because, as far as I know, we don’t know what art will go with the cards spoiled in the Arcana way back…
magic-2010-new-art2

magic-2010-new-art1

These two beautiful artworks have yet to be spoiled. Well as far as I know so correct me if I’m wrong.

And since I stayed up late tonight I got a chance to see the M10 promo cards. Can I just say the Vampire alt art is awesome, yes I can.

vampire-nocturnus-promo.jpg ant-queen-promo.jpg

MTGO: The Final Frontier June 30, 2009

Posted by Norm in Casual, MTGO.
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mtgo.jpg

This weekend I was able to make some time for MTGO and collect some digital cards from Corey, author of the late MTG web comic Tap to Laugh.  So first off high five to Corey for being awesome and donating me over a hundred extra cards to mess with. I was able to build a few decks out of the collection, mostly standard stuff and both decks in Naya. The second deck was much better, in my opinion, and I call it Odd Naya Mimic, check it out:

4 Cinder Pyromancer
1 Flameblast Dragon
4 Cerodon Yearling
4 Battlegate Mimic
2 Woolly Thoctar
1 Farhaven Elf

4 Incinerate
4 Fire at Will
4 Puncture Blast
2 Branching Bolt
2 Naya Charm
4 Dragon Fodder

6 Plains
8 Mountain
6 Forest
4 Terramorphic Expanse

Coincidently while playing this evening I ran into Nick of CCG Tradepost on MTGO and challenged him to a few games. Who soundly beat me two games in a row with his 5 color cascade deck. It was a pretty solid deck and beat my Odd Naya Mimic soundly.

I’ve been having a lot of decent luck with this build, tons of burn with creatures who have interesting synergy together. I get stuck with the mana once and a while but for a cheap deck this works good enough for me to learn the ropes.

Speaking of learning the ropes, I’ve got to say that the overall gameplay experience on MTGO is really nice. It took me a few games to get used to how things actually function. Once I got comfortable the game plays really well. However, the interface is extremely awkward. As a graphic designer I’ll say that there could be an overhaul to the interface and it would do wonders for the game.

All in all I’m not sold on investing a lot of time and cash into MTGO but it is a great alternative to paper magic. My user name is “MrDirby” so if you see me on say hi.

M10 Official Spoiler Week June 29, 2009

Posted by Norm in Magic 2010, Spoilers.
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Today kicks off the official spoiler week at Wizards of the Coast. I always enjoy these weeks as we get to see the creators thoughts and comments about the cards. One new announcement is that there will be a cycle of new tribal lords as spoiled by Tom LaPille. He previewed the new goblin, Goblin Chieftain.

goblin-chieftan

Taking a look at MTG Salvation I think the other lords will be:

Cemetery Reaper
Merfolk Sovereign
Captain of the Watch
And I don’t see anything about the new elf lord.

M10 Spoiler Collective June 26, 2009

Posted by Norm in Magic 2010, Spoilers.
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magic-2010-m10-core-set

Since I’ve been unable to keep up with the many M10 spoilers that are avalible I thought I’d put out a few links to sites I’m keeping an eye on.

As always MTG Salvation has a really solid collection of the spoilers.

Another blog site that I’ve come to enjoy is GatheringMagic.com. They have a nice comprehensive spoiler page.

And MTG Realm who I’ve come to think of as the MTG Prophet. Since Copy Six seems to be able to read in all the laguages they print Magic, as well as his ability to dig up the good stuff.

Finally the official Visual Spoiler with nice images of the cards.

M10 Intro Pack Spoilers June 26, 2009

Posted by Norm in Magic 2010.
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If you haven’t seen the M10 Intro Packs they are now spoiled on the official site in the Arcana. What is exciting about these Intro Packs is that we are seeing some new cards as the foil.

This is a getting caught up post as I’ve been really hard at work this week getting caught up after being on vacation and playing Duel of the Planeswalkers (my review is coming soon).

M10 Mini Site Has Liftoff June 24, 2009

Posted by Norm in Magic 2010.
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If you haven’t visited the official Wizards site today then you missed the fact that the M2010 Mini Site is live.

m10-minisite

Complete with the most extensive visual spoiler at the time of mini site launch that I’ve seen. The most recent additons are Vampire Nocturnus and the confirmation of Lightning Bolt.

vampire nocturnus lightning-bolt

M10 Artwork Spoilers June 21, 2009

Posted by Norm in Magic 2010, Spoilers.
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Happy Fathers Day everyone. To celebrate I’ll get caught up sharing the M10 Artwork that was spoiled this week on Russian site Mymagic.ru.

Vampire_Nocturnus

The above is Vampire Nocturnus and below is the new love of my life, Captain of the Watch.

Captain_of_the_Watch_488

Duels of the Planeswalkers Around the Web June 21, 2009

Posted by Norm in Casual, Duels of the Planeswalkers.
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Everyone out there who has had the chance to download Duels of the Planeswalkers… I’m envious. I’ll be returning home at the end of the weekend, so until then I’ve got to rely on the reviews around the web to get my first look at the game. This week I’ll get my hands on some XBox action and bring you my personal review.

The best review I’ve read seemed pretty complete and is on Top 8 Magic by Will Price.

There is an announcement article on the official Magic site by Patrick Buckland, head honcho of the company who made the game. This is kind of interesting as he gets into some game code and the thinking that went into game development.

If you are a fan of the Wizards Wallpapers then check out the Duels of the Planeswalkers page in this week’s Arcana. When you follow this link you’ll also see a sneak peak into M10 cards that have been reprinted in every set set up until now. The Arcana will reveal which of those cards will move on into the new core set over the next few weeks.

Also if you are intersted there is a change to play against some of the big name with Wizard’s “Game with Fame” promotion.

Banned and Restricted List Updates June 19, 2009

Posted by Norm in Casual.
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While I’m checking in and I just noticed that the Banned and Restricted Lists have been updated. There are no changes to Legacy, Standard, Extended, and Block. Vintage has a few changes.

M10 Rules Changes Part 2 June 19, 2009

Posted by Norm in Casual, Magic 2010.
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M10 Rules Changes – The Rest of the Story

Later this week I hope to get in some games with the new combat rules. I’ve yet to play test and see the new rules at work. As for right now I’ll cover the rest of the changes and amendments announced last week.

GAME ZONE NAME CHANGES
Battlefield

From now on the “In Play” zone will be called the “Battlefield. This change was initiated due to confusion of rules that refer to a card being in play, put into play, or playing a card (more changes on that below). So all cards that are on the table and not in your graveyard, removed from the game or in your library are referred to as on the Battlefield. Rumors about this change have been floating around for some time, as M10 spoilers get out. At first I was put off by the new terminology. It sounds goofy and childish, not manly and magical. Personally I in favor of this change but wish they would have come up with a better term than battlefield. From a big picture perspective the name change is really needed for the reasons that are outlined by WotC. So I’m sure we’ll all get used to the name soon enough and it will become as second nature as Planeswalker loyalty counters.

Exile
“Removed from Play” will now be referred to as “Exile.” The Exile zone is a similar terminology change as Battlefield. This change was predicted very early, mainly because of Path to Exile whose flavor totally supports this sort of a change. There really isn’t much to say about this change other than I feel exactly the same about this term as I do with battlefield. Not the greatest but better than something like ether realm.

GAME TURN CHANGES
End Step

Excluding the combat turn changes there are two other changes related to turn structure. When the changes take place, the name “end-of-turn step” will become “end step.” To me this is a much needed change clarifying when your turn actually ends and the final step after second main phase. This change is such a no-brainer I’m surprised that this fix hasn’t been considered before. When I was learning how to play this did cause some confusion and I actually didn’t really know there was a step after second main phase where I could play spells and effects. This in my opinion is a good change for the game and will only help casual players.

Simultaneous Mulligans
This rule probably doesn’t have much effect on the casual table since we are doing it anyway. Currently, each player when taking a mulligan goes one at a time until they decide to keep a hand, then the next player goes, then the next. This procedure if followed correctly would take a long time if you have more than one person around the table and then you can easily see why no one follows this rule. The only strategic disadvantage during competitive play is when you are on the draw and you opponent mulls to five and you are holding an iffy hand. Your seven card hand becomes a lot better when your opponent starts with five cards on the play.

MANA POOLS AND MANA BURN
Mana Pools Emptying

First part of this change is that mana pools will now empty at the end of each phase and step. So no more floating mana during combat or at the beginning of your turn. There are a few cards that provided strategic advantage for this type of play but it was relatively infrequent. I really don’t have much else to say about this change. I think most players don’t run into this play and won’t feel the effect of the change.

Mana Burn
From now on Mana Burn will deal x5 damage for each mana left over in your mana pool. What! Just kidding how crazy would that be. The real change makes Mana Burn a fond memory. To quote the rules change announcement, “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.”

Personally I’m totally fine with this rules change. From a casual perspective it is going to be a lot of fun to work on decks that generate huge amounts of mana in a turn and then let it hang. People have been saying from a competitive perspective there is the loss of strategically lowering your life total. Again this is only in specific situations and not in the current standard. When I was first learning the game I thought mana burn was a stupid concept since you are already hurting yourself by taping your resources. The Ravnica dual lands will become a little better as well as a few other lands, but I can’t think of anything that will become a lot better after this change.

TOKENS
Token Ownership

To be perfectly honest as I review this change, I’m realizing, I didn’t understand the current rules. I always thought of token ownership the way the rules are changing. Which is, the owner of a token is the player under whose control it entered the battlefield.

As I read this rule I think I’m confused about ownership and control and I’m not going to worry about it. Maybe someone can clarify for me for the sake of conversation. If I play a Broodmother Dragon and put the token into play under my control. If someone takes my  Broodmother Dragon. Do they gain ownership of the token even though I still control it? Well that is what I understand about this rule anyway.

PLAYING SPELLS
Cast, Play, and Activate

This is the final terminology adjustment in this set of changes, which I think will take a little getting used to, but ultimately a good change for clarification and understanding. I’ll just copy the official language as it is pretty clear.

“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.”

So from now on you cast spells in your hand, play lands, and activate abilities. Cards that would come into play that were not cast, still come into play, but under new terminology they will enter the battlefield. Like I said I think it will take more than a few games to get used to the new terminology but once we do it will make playing the game a lot easier. On a side note I love silence, can’t wait for my play set.

DEATHTOUCH & LIFELINK
Deathtouch

As we enter the home stretch of rules changes I’m going to say that of everything discussed in this post, these last two are the most complicated. In addition to the combat damage changes we are taking two rules and changing them in a major way. The goal is to allow them, especially deathtouch, to function the same as it has in the past and, in the case of lifelink, better than in the past.

Deathtouch will no longer be a trigger ability that goes onto the stack when a creature with deathtouch deals damage (and technically it is no longer a triggered ability, but static). I don’t think most people ever took the time to slow down the game to consider deathtouch on the stack, except when regenerating or preventing damage. I kind of like the change to deathtouch becoming static as, to me, the change just makes sense.

However, here is where the new rules for deathtouch get complicated. During combat deathtouch makes damage resolve differently than under the new system. When a creature with deathtouch deals damage to multiple blockers, that creature won’t use the new damage assignment but follow to old rules of allowing the attacker to assign damage. Honestly I don’t know why you can’t just assign damage like the current system at all times, but we don’t really have a choice. If any of these rules get reverted back  over the next year or so I would think it will be how combat damage is assigned. I digress.

I kind of think this makes deathtouch a much stronger ability than before since you can once again control combat damage assignments and kill other creatures, duh. We’ll see if we see more decks taking advantage of this ability in the future.

Lifelink
As I mentioned above, lifelink has gotten a lot better during these changes. Probably the main reason for this change is because combat damage doesn’t use the stack. So what is the benefit? Under the new rules, when a creature deals damage and has lifelink the controller gains the life as damage is being dealt. Currently, if you are in a combat situation that would put lethal on the stack, even though you would have a saving amount of lifelink health on the stack you would die before gaining that life. Under the new rules you gain that life as damage is dealt. So while you might receive a lethal blow but have a blocker with enough lifelink to save you, you will come out on top surviving that combat step. I hope that is clear enough.

I almost forgot to mention that multiple instances of lifelink are no longer relevant. Meaning a creature with double lifelink (say a Knight of Meadowgrain with a Loxodon Warhammer doesn’t get +10 lifelink bonus each time it deals damage, only +5). So some might say we are loosing a bit with lifelink but gaining much more. Lifelink is also now a static ability resolving when damage dealt.

Well there you have it. All the M10 Rules Changes in detail. These are significant changes and will probably mark a new area in Magic. I hope most players aren’t put off by these changes. I haven’t heard from a lot of gamers on this but from what I’ve read around the web, the changes are being generally accepted.

I’m generally interested in what you have to say about the changes so please leave a comment. If you’ve gotten through these long posts awesome. I’ll have something short next.