this is really dumb. retroactively changing a massive volume of formerly mandatory triggers. welp.
has wotc actually made any good decisions in the last few years?
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I love how you say that every time a change is made to anything.
retroactive functional changes to hundreds of cards just feels inherently dumb to me. someone plz buy all my cards so i can escape from this neverending series of questionable decisions
i mean, in the abstract this seems like a good idea - i don't want to be "forced" by the rules to remind my opponent to do things which are bad for me... it's just that it feels like a terrible precedent to set. Could you imagine something like "Effective from July 1st, every instance of Splice onto Arcane on a card is now to be treated as if it said Splice onto Sorcery". i don't like the idea of sweeping changes to card functionality at all, even if it seems like a "good change".
Remember that things used to be sort of like this (in that warnings were not for both players in the case of missed triggers), before a previous rules change.
IE: you used to be able to get someone game losses for repeatedly missing Bitterblossoms, then you couldn't as you were required to remind them, and now you can again!
this is the first good change for a year! (on the same day as nacatl banned in modern too no less)
i mean, in the abstract this seems like a good idea - i don't want to be "forced" by the rules to remind my opponent to do things which are bad for me... it's just that it feels like a terrible precedent to set. Could you imagine something like "Effective from July 1st, every instance of Splice onto Arcane on a card is now to be treated as if it said Splice onto Sorcery". i don't like the idea of sweeping changes to card functionality at all, even if it seems like a "good change".
Weirdest thing? Cards now function differently at different RELs.
For some examples - at Competitive/Professional, Transcendence currently makes you unkillable (this is getting fixed.) For a much more strategically interesting example, Necroplasm is now really, really awesome (at Comp/Prof.)
how can you possibly think nothing has changed? to steal an example from Sam Black...
imagine i am playing in a GP. it's my opponent's turn and she has a Suture Priest in play. I have a Sheoldred, Whispering One in play and a random creature in my graveyard, and I'm on 1 life. When she passes the turn, I can just choose not to resolve my legend's mandatory triggered ability.
Previously, that line of play would've been illegal. Now it is not. how can you possibly say "nothing has changed"?
Daniel Royde said:
Nothing has changed unless you rely on your opponent being forced by the rules to help you play the game.
Does Necroplasm work? It destroys all of your creatures too, I think it's still mandatory
EDIT: Oh, you can just leave it at a certain cmc, gotcha.
Tom Reeve said:
For some examples - at Competitive/Professional, Transcendence currently makes you unkillable (this is getting fixed.) For a much more strategically interesting example, Necroplasm is now really, really awesome (at Comp/Prof.)
are they completely optional, or can your opponent point them out and force you to do it?
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