Hello again everybody, I hope last month’s article about M14
changes (My last article) was useful to you.
However, as I stated last time, we didn’t have the full rules
text
when I wrote the article, but we do now, and it happens that a
few
more rules changes were enclosed in. We also had some changes
in the
card database, the tournament documents, and the judge
documents, so
it’s a good opportunity to review all of these and their
practical
applications.
Magic Comprehensive Rules:
Let’s start with the changes to the game rules. The full
document is
quite long (as much as a phonebook), but fortunately for us,
the rules
Manager Matt Tabak highlighted the most important changes
(The Phonebook).
Here is their summary:
Three cards made reference to cards from a given set and used
set
symbols to make the difference. They now affect all cards that
were
originally printed in those sets. To make it easier, keep in
mind that
every single card from the three affected sets are original
printing
but the Arabian Night Mountain.
Before: I control an Arabian Night Mountain and a Fourth
Edition Bird Maiden.
You play a City in a Bottle. I exile my Mountain and keep
my
Bird Maiden.
Now: I control an Arabian Night Mountain and a Fourth
Edition Bird Maiden.
You play a City in a Bottle. I keep my Mountain and exile
my Bird Maiden.
– Some abilities in Magic that we call linked abilities:
when a card
has two or more abilities and the effect of the second one
depends of the first one. The most famous linked abilities are
of
the Imprint sort: the effect of the second ability changes
based on what
you exiled with the first one.
So, now we have Strionic Resonator that could copy the first
ability
of a linked pair. What is the second one supposed to do?
A new rule has been added to answer this question, and states
that if
an ability is supposed to use an exiled card for information,
but
there are more than one, it uses all of them and just piles up
the
information.
Before: I play Isochron Scepter, use Strionic Resonator on the
Imprint
triggered ability, and exile Impulse and Lightning Bolt. I
activate
Isochron Scepter. The world implodes.
Now: I play Isochron Scepter, use Strionic Resonator on the
Imprint
triggered ability, and exile Impulse and Lightning Bolt. I
activate
Isochron Scepter. I may play a copy
of Impulse and/or Lightning Bolt.
– A new rule has been created to handle Banisher
Priest and [card]Colossal
Whale[/card]. It states that if an effect would make an object
to change
zone, but that the event that should bring it back already
took place,
then there is no zone change. It’s similar to how Sower of
Temptation
works. So you can’t do the Oblivion Ring‘s trick with them.
In addition, when the Priest or the Whale leaves the
battlefield, the
exiled creature immediately returns. There is no triggered
ability
going on the stack. This makes these cards more intuitive
in
multiplayer: if Bob plays Oblivion Ring on my Tarmogoyf and
then loses
(or concedes!), I’ll never get my ‘goyf back, because the
“return to
the battlefield” triggered ability ceases to exist as soon as
Bob
leaves.
Please keep in mind that these rules only apply to the new
cards. The
old ones (Oblivion Ring, Fiend Hunter and their ilk) aren’t
affected
and will continue to work as before.
Before: I play Oblivion Ring, put the first ability on the
stack, took
away the Oblivion Ring with Boomerang in response, and had the
target exiled forever.
Now: I play Banisher Priest put the first ability on the
stack, take
away the Banisher Priest with Boomerang in response, and the
target is never exiled to begin with.
– The way the keyword Convoke works changed. When you
play a spell,
you first calculate the mana cost, then activate the mana
abilities,
then pay. Convoke was previously used when calculating the
mana cost:
you could then tap creatures to lower it. That would allow you
to tap
more creatures than needed, because cost lowering abilities
don’t have
a limit. That wasn’t really useful, but that was surely not
intuitive.
Now, Convoke is used during mana payment: for each mana in the
card’s
cost, you can pay a mana or tap a creature.
Before: When casting a spell with Convoke, you could tap Wild
Cantor
to lower its mana cost, and then sacrifice her to pay it.
Now: Because both kind of payment would happen at the same
time, you
have to choose between tapping your Cantor or sacrificing it.
Note that
you can still add a fifth -0/-1 counter on your Wall of
Roots and tap
it for Convoke as while both would kill the creature, this is
not the
same as sacrificing it.
– Delve is changed in the same way as Convoke: exiling a
card from
your graveyard doesn’t lower the mana cost but is done in
replacement
of part of the payment.
Before: You could “overpay” your Tombstalker if for any reason
you
needed to empty your graveyard, for example to weaken an
opponent’s
Tarmogoyf.
Now: You could only exile as many card as the generic part of
the mana cost.
Oracle:
This the data base
(Database)
that lists every single card text. Those are often changed
when bugs
are found or to adapt the cards to rules changes. Here is an
overview
of the relevant ones, which are still minor, as while Wizards
have no
problem with changing rules, they don’t like to directly
change the cards’
text:
– Duplicant is adapted to the new linked abilities rules
that I
explained earlier. The game could perfectly work with a
creature
having two sets of values for power and toughness, but the
result is
really counter intuitive. So instead the text of the card has
been
changed to only care about the last exiled creature.
Before: You could only exile one creature
with Duplicant because The
Fork of Doom (Strionic Resonator) didn’t exist.
Now: You can now exile two creatures if you use the Resonator
on
Duplicant‘s enter the battefield ability, but it will still
only get
power, toughness and types of one of them (the one you chose
with the
original ability, as the copy will resolve before).
-Chaos Orb doesn’t destroy tokens anymore to be closer to
it’s
original text who mentions “cards” (which are now called
“non-token
permanents” when we’re dealing with the battlefield).
Before: Seriously, if you play Chaos Orb, you certainly had
house
rules about it. I mean this is closer to an Unglued card than
a real
card.
Now: You’ll still likely use house rules anyway.
– Venarian Gold had a bug and by the rules the card didn’t work. That’s fixed.
Before: You had no idea that this card existed and didn’t care
at all
that it didn’t properly work.
Now: You already forgot what this card was supposed to do.
Tournament Rules :
This document (The Document)
deals with players, spectators, judges and organizers’
behavior. It
explains how Magic tournaments are run and list sets of
obligations and
interdiction for each of us. It doesn’t deal with how the
cards work,
but how people have to behave when there is an event, being
a
Prerelease or a Pro Tour. It evolves over time to adapt to
best
practices or cover new issues arising.
– The document now deals better with what happens when a
player wants
to leave a limited event (draft or sealed deck) with cards
that are
currently in his possession but will likely be given to
another player
during the event.
First, the player needs to involve a judge. If he wants to
leave the
event before the first round, he has to call a judge before
the first
round pairings are displayed. He will then be treated exactly
as if he
never registered and will not get any planeswalker points for
it.
The player then leaves with the cards he had in his
possession, as well
as any sealed booster or drafted cards. If he wants to be
re-enrolled
later in the event, the Head Judge is under no obligation to
fulfill
this request.
So, for example, in Sealed Deck we usually perform pool swap
between
players to make it far more difficult to rig a pool. But if
you open
some sick cards that you really, really want to keep, you will
raise
your hand before the deck swap, call for a judge, and ask him
to be
dropped from the event. You’ll keep what you have right now,
and the
swap procedure will be performed without your pool. You
obviously
won’t play any match.
In Booster Draft, if you open (or get passed) a booster from
which you
want to keep more than one card (let’s say the Mythic and the
foil),
same thing: you call for a judge and ask to be dropped. You’ll
be
removed from the event, as well as the booster you have
between your
hands, your previous picks, and your sealed boosters. The
draft will
continue without you.
Some of you are now asking yourself “How do we deal with that
rule
when there is a redraft”?
In some communities, as part of the prize structure, drafters
agree to
put back every rare, mythic and foil card into a common pool,
that is
redrafted based on standings. This is not something that
follows any
official rule. It’s a gentlemen’s agreement; in which
everybody involved
promises that they will not leave the venue with the cards
they drafted
but give them back for the redraft process. If someone breaks
his
promise, it’s between him and his fellow players – he never
broke any
official rule, and will not get any official punishment for
that. So
I advise you to only do “redrafts” with people you trust, and
be
confident that they will staying true to their words whatever
the
value of the cards involved.
Infraction Procedure Guide :
The last revised document
Infraction Procedure Guide)
is used by judges in competitive and professional events to
fix and
penalize mistakes and problematic behaviors. Like the
tournament
rules, it is updated to reflect best practice or cover new
problems.
It doesn’t apply to regular events, like FNM, Prereleases or
weekly
drafts, which use a different document focused on education.
We’re
talking here instead about Pro Tour Qualifiers, Grand Prix
Trials, and
every important event and/or being part of the official
professional
circuit.
The change is relevant to what happens when you draw a card
by
mistake. I’m not talking about cheating (it didn’t change: try
that
and we’ll kick you out of the tournament), but legitimate
mistakes:
drawing 4 on a Brainstorm, drawing for a Howling Mine that has
been
disenchanted two turns ago, etc. Such mistakes happen quite
often, as
drawing is something that happens all the time in Magic (at
least once
per turn), and that we don’t have automatic card dealers yet
at Magic events.
The penalty for having too many cards in hand is usually a
game loss:
the player who has too many cards in hand loses the game
currently
being played, and if the match is not over, a new one
starts.
This is because drawing cards is one of the most potent
actions you can
do in Magic, it’s hard for the opponent to notice if he only
pays
attention to the game and doesn’t watch closely over every of
your gestures,
and it’s hard to fix it without giving an advantage: the most
fair fix
is to put the extra cards on top of the library, but if we
don’t know
which cards have just been drawn, we’ll put random ones, and
that’s still a
potential important advantage.
So if we don’t have a way to fix that without giving you an
advantage,
and your opponent had no way to prevent that and little way to
notice,
we’ll give you a game loss, as it’s the most fair thing we can
do.
However, we have situations in which your opponent is more
likely to
notice and could have prevented you to draw too many cards. In
this
situation, because we feel the responsibility is shared, and
because
we don’t want to reward your opponent for waiting a little
more to
call a judge so you get a harsher penalty (which, by the way,
is
cheating), the penalty is downgraded to an official warning,
of which
judges keep track of to detect any pattern, but that will not
have an
impact on your game.
For example, if you drew because, earlier in the game,
something has gone
wrong (you tapped three Forests to play Divination), your
opponent
could have stopped that. He didn’t. He shares the
responsibility. So, no
game loss for you.
With the same reasoning, a new exception has been added: if
before
drawing, you asked confirmation and got a clear answer, you’ll
still
get no game loss. That rewards good communication, and we,
judges,
love players who talk to each other about the game state,
especially
when they are about to perform important stuff.
So from now, help yourself and grow the habit of always asking
for
verbal confirmation before any draw. If you draw more than one
card,
also state the number. Some day, at some point, it will save
you a
game. And you’ll be glad you read this column.