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Title: legend rule? Whats that? M14 Rules changes
Date Posted: Thu May/23/13 at 6:54pm

gericault5
Posts: 2788
Joined: 13-Oct-09

So its official they are dumbing down the legend rule. 

With the introduction of M14 the legend and planeswaler uniqueness rules are being modified.  Here is how the legend rule will work as of July 13th. 

1)  if a player controls a legend, if that player casts another legend with the same english name, that player then chooses which of the two that they want to keep and the other goes to the grave, in other words 1 stays the other goes.This choice is an SBE.  So for example a player has Aurelia out, attacks, and then flashes in a 2nd Aurelia, that player can send the 1st  Aurelia to the grave and keep the 2nd to attack again.

2) notice the use of the word player in #1.  Thats right legend rule will only apply to players not the table.  So you can have Aurelia out and so can your other 3 opponents.

these new rules will diffentaly make things interesting, especially in EDH.  How will it play out with cards like Uril, now that Clone and the like won't touch it. 

As for walkers, same principles, everyone can control a Liliana, but only 1 version.  though you can have a walker out use its ability, through another, remove the 1st, and use the 2nds ability.  The two sarkans can work together now.

Other new rules, indestructable is now a keyword, so it can be removed with Turn.

EDIT: There is a change to the land drop rules, ValdezMarshall provides a good description below


[Edited by gericault5 on 23/May/13 at 9:40PM]
Date Posted: Thu May/23/13 at 6:58pm

scottymandingo
Posts: 845
Joined: 13-Jul-09

Hate it.
Date Posted: Thu May/23/13 at 8:40pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

I think I am going to write a tl;dr here.

1)Indestrucible as an ability makes sense. Honestly I thought it already was one.

2)Remember going to grade school and having to learn your multiplication tables and arithmetic and all those math tables you memorized because (and I quote) "you aren't always going to have a calculator with you" but now since everyone has a cellphone, they automatically have a calculator?
Is this making sense so far?
Would it be safe to say, considering that children these days have a phone by the age of eight (on average, at least where I live) that they would be capable of doing simple things like adding and subtracting life totals and AMOUNTS OF MANA?
Yes, I am still p!$$ed at them taking away mana burn. The children of today have fully functioning calculators on them at all time (cellphones remember) and thus could use something to jog their mind aside from the increased diction of card titles over what they would normally read in their spare time. Also, Prophecy as a set was effectively wiped off the map original intent.
Legends are legendary. One means one. Two+ means none. Summed it up with two sentences that would be understood by a first grader. How "ages 13+" would be incapable of understanding such a simple concept is well beyond me.
I will admit, I never understood the POINT of banding. Only artifacts were useful in its form (Mishra's War Machine, Urza's Avenger, Urza's Engine, Wall of Shields, and Baton of Morale)(Camels were only useful in their own set) and none of them were in Alpha, Beta, or Unlimited. I get that ETB vs casting can be complicated for beginners, but "either there is one [legend of that name] or none" is really, really, really easy to figure out. Clone has just went down in value because of this mentioned change.

3)"Uh, um, like, people like, don't understand the legend rule, ya know, when two different players have em, right?" So lets um, ida know, hey, lets ROYALLY FU(|< UP the land drop. Because like ya, you know, it has been twenty years, why not mess it all up for vintage players and the apparently dumb test audience?"
Magic has always been a game of location and numbers. When there has been stuff about the stack, yes, we here at this site have looked at it, asked about it, debated about it, and very many times posted combos about it. The Humility+Opalescence debacle is the reason that none of those cards will ever be reprinted again. Raging River (an amazingly fun card IMHO) will never be reprinted due to the difficulty of getting it to work on MTGO. Fastbond, though insanely OP, ushered in land ramp decks. I do not believe there has been a set that has not had a card to fetch a land. I shouldn't have to play elves (and pilgrims) as my sole basis of mana acceleration. I am firmly wondering whether that is the primary reason they stopped reprinting Birds of Paradise.
Was it the "put into play tapped" that people didn't get? All that is needed to rectify that is for the opposing player to say 'hey, read the card you played, it says tapped." Let the kids work on their reading, don't change a twenty year old formula that I have never, ever, seen anyone have a problem using.

TL;DR:
1)Indestructible is like Flying? Good.
2)The Legend rule isn't difficult. I get how their change doesn't effect the mechanics of "this card is so powerful, the player should only be able to have one in play," but that doesn't change the fact that it severely messes with the flavor of the card via time paradox. Then again WotC did this to themselves with Venser-creature and Venser-Planeswalker.
3)Lands: if it is not broken, don't attempt to needlessly complicate things and make staple cards literally unplayable.
Date Posted: Thu May/23/13 at 8:56pm

ValdezMarshall
Posts: 46
Joined: 05-May-13

Ok, I have been studying the rules books long and hard as I am in the middle of trying to become a Rules Advisor first, then I am working to become a Tourney Judge, so I have been following this rules change since they announced it early (about 1am) this morning.

Your insight to the "legendary" rule is correct. You get to choose which is put to the graveyard and which you keep. Also, Clones will no longer be benificial to removing threatening Legends, HOWEVER, it will be very interesting to see how people take advantage of CLones and other legendary permanents that they dont have access to since they can now take a copy and keep it as well. 

The land rule though is off. Most people will never know the difference in how the game and rules change matters. You still have only 1 land play per turn (land play meaning you have the right to put 1 land from your hand to the battlefield per turn). However, it differs when you have abilities from creautres, artifacts and enchantments ect. that let you play more than 1 land per turn (such as Fastbond). If play A has Fastbond in play and he plays a Forest for the first time, he uses his "one land turn" he's entitled to by the rules. If player B destroys Fastbond BEFORE play A gets to play his 2nd land, he no longer can play his other land because his 1 land is used. The old rule would make you state WHICH ability or effect is letting you place the land into play. For example; Player A has Fastbond in play and play a Forest, but before he plays it he MUST state that it is either his 1 land play for the turn, OR if it is the land play from the Fastbonds effect allowing him extra land plays. The rules will elliminate that loophole. In other words, if Player B were to destroy Fastbond after Player A's first land drop BUT before a second, Player A will still have his "one land per turn" by the game rules. Your example with Coiling Oracle is wrong.. If Player A was to play a land for the turn and then play Coiling Oracle, that player still reveals his card and still may "put that land onto the battlefield" since it is an effect, not a "land play". If Oracle was played first a land was "put onto the battlefield" with is, that player is still entitled to his "one land per turn" play. Its not really going to make a difference in the game unless people are realllllly trying hard to be able to play more lands per turn. The way you describe and understand the rule (as evident from your example and description), cards like Nature's Lore are no longer able to be used unless you missed your normal land drop. THe legend rule is really going to change shit up though, between that and Slivers in M14, its sure to be a hell of a Pre-release!!  Good luck people and have a great time gaming!

 
Date Posted: Thu May/23/13 at 9:39pm

gericault5
Posts: 2788
Joined: 13-Oct-09

@Valdez
Rereading your post and then the posted info, I realize my misinterpretation of what they are saying about the lands.  I am actually kicking myself for such a stupid mistake.  I'll be editing my 1st post
Date Posted: Thu May/23/13 at 9:51pm

ValdezMarshall
Posts: 46
Joined: 05-May-13

No problem bro!! I just did'nt want you thinking I was talkin trash or gettin down on you for not misunderstanding. Im just always delighted to help out. I love Magic, I've played it since its release in 1993.  I am a casual player and like to have fun above all. Anytime!

 
Date Posted: Fri May/24/13 at 2:59am

scottymandingo
Posts: 845
Joined: 13-Jul-09

This site explains the new rules. Now with new sideboard rules!

http://www.gatheringmagic.com/adam-styborski-magic-2014-changes-05232013-new-rules-changes-coming/
Date Posted: Fri May/24/13 at 6:14am

Boyachi
Posts: 1553
Joined: 02-Nov-11

What I am currently wondering from what I've now seen is:
What if I do my two land plays with Oracle of Mul Daya and then someone Murders it during the same turn. Am I still able to keep both my lands in play(assumed), or is the game going to penalize me?
Date Posted: Fri May/24/13 at 11:21am

ValdezMarshall
Posts: 46
Joined: 05-May-13

Yes.. You will keep both your lands. It will have no effect on whether or not the abilities are destroyed after the fact, but if they destroy it just before you attempt to play your second or third land, then the last land you played will be your last. The is no "penalization" for such circumstances.

 
Date Posted: Fri May/24/13 at 11:12pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

Thank you again. I am thus far okay with this land rule amendment.



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