Tolarian Academy – Some Intimidating News

July 9th, 2009

Tolarian Academy – Some Intimidating News

by Eric Levine

Hey folks, and welcome to a new edition of “Tolarian Academy,” where the drinks are always cold and the Prerelease lasts all night. Seriously, Superstars is actually having a midnight Prerelease. I won’t be there, most likely, since I need to sleep before the main event on Saturday, but if you’re like I was when I played more, you should go. I will be giving a rules seminar beforehand, though, so swing through for FNM and then hang out to hear me make awful puns about the rules. If you are prereleasing with us this weekend, make sure you preregister! And, of course, if you have rules questions, send them on to ericlevine@channelfireball.com.

If you know me, you know I’ve been yammering on about the M10 comprehensive rules update ever since the changes were announced. Why? Well, because I’ve been excited about what they might contain. I love this kind of stuff; that’s why I judge. The M10 changes were designed to make the game more intuitive, and of course, that’s always nice for players. That way, it’s easier for people to understand my rulings, and of course, that judges make more consistently correct rulings because things work like we think they “should.”

Earlier this week, Mark Gottlieb’s sweeping summary of the M10 rules changes went up on the Wizards website; you can read said article here. Mr. Gottlieb discusses the changes in the abstract; I’d like to provide some further explanations as well as examples to help you folks better understand these wacky changes to the game we love so much.

The changes to mana (emptying at end of all steps, no mana burn) have resulted in one fairly important adjustment to the way we treat our mana and communicate with our opponents. Section 106 (the whole document has been reorganized, so don’t try to refer to the current version) now has a bit that states that, whenever you spend mana or pass priority, you have to announce what mana is remaining in your mana pool if there is still mana there. Most players do so already; cube players, for example, have said things like “I’ll tap Simic Growth Chamber to cast Rancor, floating a blue” many a time. However, storm combo players are going to have to get used to being very explicit about what they’ve got left instead of only volunteering the information when asked.

The other large change is to the “layers,” which are the rules that define how continuous effects interact with one another. Previously, there were six layers, and the sixth was split up into five sublayers. Throw all that knowledge out the window and begin again, because here are our new layers, shamelessly quoted from Mr. Gottlieb’s article with examples added:

Layer 1: Copy effects are applied. (Example: Clone’s ability)
Layer 2: Control-changing effects are applied. (Example: Sower of Temptation’s ability)
Layer 3: Text-changing effects are applied. (Example: Mind Bend)
Layer 4: Type-changing effects are applied. This includes effects that change an object’s card type, subtype, and/or supertype. (Example: March of the Machines)
Layer 5: Color-changing effects are applied. (Example: Painter’s Servant)
Layer 6: Ability-adding and ability-removing effects are applied. (Example: Snakeform)
Layer 7: Power- and/or toughness-changing effects are applied. (Hang on a second! We’ll get to these soon!)

So essentially, the old Layer 5 (the catch-all layer) was split up into the new layers 5 and 6. Things haven’t changed order-wise outside of that, and things still apply in timestamp order within layers, so really, these layers aren’t a whole lot different aside from eliminating a couple of weird dependencies. Layer 7, just like the old Layer 6, is split up into five sublayers. However, this is where the actual changes are: the power/toughness layer is substantially different. Let’s take a look!

Layer 7a: Effects from characteristic-defining abilities are applied. (Examples: the definition of the *s on Tarmogoyf, Maro, Molimo, etc.)
Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. (Examples: Godhead of Awe, Humility, Snakeform, etc.)
Layer 7c: Effects that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied. (Examples: Giant Growth, Glorious Anthem, Goblin King, etc.)
Layer 7d: Power and/or toughness changes from counters are applied. (+1/+1, -1/-1, and other crazy kinds.)
Layer 7e: Effects that switch a creature’s power and toughness are applied. (Examples: Phantasmal Fiend… uh, and more recently, Crag Puca, I guess.)

So, 7a and 7e are the same as the old 6a and 6e, but things in the middle have changed and moved around a lot. What does this mean for you, you ask? Well, not a lot of interactions change, but the big difference is that there is no longer a “catch-all layer,” and all abilities that set power and toughness apply before the ones that change power and toughness. For example, let’s say that I cast Giant Growth on my Hill Giant, making it a 6/6, and then I play Godhead of Awe, which makes everything but itself a 1/1. Under the old system, they would both apply in 6b, meaning they would be applied in timestamp order, and my Hill Giant would end up as a 1/1. Under the new system, Godhead’s ability applies in 7b, and Giant Growth applies in 7c, which makes my Hill Giant a 4/4.

Why did this change? Because the new way makes more sense. You might say “But it makes sense for Hill Giant to be 1/1!” You are probably saying this because you’re used to the old layers system. Think back to when you were taught that Hill Giant would be a 1/1 in that scenario. Did it make sense? Not unless it was really, really well explained. (By me, for example! Ho ho! Look at that arrogance. I still got it.) This system is much simpler for new players. I’m not saying layers are simple for players, but at least they are much, much simpler.

Next, I know a lot of people are wondering how trample interacts with deathtouch now. The question is, does deathtouch make 1 damage “lethal” for a creature and allow you to trample over for more? The answer is that no, deathtouch doesn’t change the definition of “lethal,” it just changes how you’re allowed to assign damage to creatures. You still have to deal lethal damage to each creature before you trample over, not just 1 to each one.

If you’ve been following the M10 spoiler, you may have noticed a serious lack of cards with the fear keyword. No cards in M10 have fear printed on them. Why is this? Well, like I’ve been saying for a long time (back me up on this, friends,) fear is a restrictive and terrible keyword that closes off interesting areas of card design. It makes cards like Amrou Seekers look really ugly. In order to keep Magic from being uglier than it needs to be, a new keyword called “intimidate” is being introduced. While it doesn’t appear in M10, it will appear in future expansions (and probably core sets) and will be an “evergreen” keyword, meaning it could show up anywhere, like flying or trample. Here’s the definition of our new keyword:

702.11b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures
that share a color with it. (See rule 509, “Declare Blockers Step.”)

So, you can see how this can cleanly replace fear and keep the flavor of fear while making it easier to print cards outside of black with this kind of evasion ability. I feel like it’s an appropriate keyword for black and red, with perhaps some secondary bleed into white. I can’t see a downside to this change.

Last, a change that only affects a small number of cards has now gone into effect, much for the better. You may remember the bad old days when Waylay allowed you to make knights at the end of your opponent’s turn and then attack with them on your turn. (“White Lightning.”) This was fixed later by adding a keyword called “substance” to the knights that went away at end of turn and giving the knights an ability that caused them to be sacrificed when they lost substance. Other such cards were errataed to have substance. The problem with this solution is that newer players didn’t know what it was. If you look up “substance” in the Comprehensive Rules, you’ll find that it says something to the effect of “Substance is a keyword that does nothing.” What? Then why does it exist? This is what everyone says when I try to explain substance. Now, abilities that want a permanent to last until the end of a turn but don’t want cheaty Waylay tricks to happen have a new wording; they happen “at the beginning of the next cleanup step.” Even this is a misnomer- before those abilities occur, the active player discards down to seven, damage is removed, and “until end of turn” effects end, but it’s much better than substance.

These new rules changes are fantastic, in my mind. They’re intuitive without reducing the complexity of the game… at least, not too much. A few things about this sweeping overhaul to the rules irk me a little bit, to be honest with you. Here’s the thing about my frustration with the rules changes: while I, personally, am frustrated, I don’t think the changes are wrong. I think they’re right. It’s important in situations like these to be able to separate what you want and what is best for you personally from what is best for the health of the game. It’s difficult, but it’s something I think people can handle.

So what irks me? What about the rules changes don’t I like? Well, we’re losing a couple of cool tricks. First, creatures with first strike that had 0 or less power during first strike damage assignment will no longer assign regular damage if their power is bumped up to 1 or more before regular damage assignment. Why? Because that’s nonintuitive and totally ridiculous. It’s the kind of thing that comes up once in a thousand games and, when it does, is only something that one in two hundred players really knows how to do. Not only that, but when you do it, it kind of feels like cheating. How do I know? Well, I’ve done it. It was some stupid thing involving Birds of Paradise and Valor. I don’t really remember, but after I did it, I felt really, really dirty. Plus, I had to spend ten minutes walking my unconvinced opponent through the comprehensive rules, (a casual game, obviously) and even then, he spent the rest of the game going “That’s stupid. That’s really stupid.” Whoever he was, (I’ve forgotten… sorry, buddy) he was right.

What else do we lose? Well, imprint is now an ability word instead of a keyword. So, remember all those imprint shenanigans I was talking about last week with Vesuvan Shapeshifter and Duplicant? That doesn’t work anymore. There’s also no way to get an Isochron Scepter with Time Stretch on it anymore. (Mirror Golem, Vesuvan Shapeshifter, Isochron Scepter, March of the Machines. Love it until Saturday, folks.)

Mr. Gottlieb also points out that you can’t produce RRR by playing a Coal Stoker that is also a land anymore. (Make Coal Stoker a Saproling, have Life and Limb, and then play Vesuva copying Coal Stoker. Boom, three red. Enjoy until Saturday.) Who really cares about these kinds of changes? Primarily me, because it makes it harder to write “Punts to Puzzles,” but I’ll get over it. As I said earlier, these changes don’t affect the game except for people like me, and they make things simpler for new players around the world, so there’s really nothing wrong with them. If making life better for new players means it’s less fun to be a rules pundit, so be it. Plus, loopholes will pop up eventually, and when I find them, it’ll be a fun day for everyone.

You can go over the changes here yourself, if you’re interested. I always think the Comprehensive Rules are a good read. I am also insane. Remember, my 2-week contest for the best rules and policy questions is still on, so send those questions in to ericlevine@channelfireball.com for a chance to win $5 in store credit! Also, keep an eye on my Youtube channel for an online version of the rules seminar I’ll be giving on Friday night before our midnight prerelease. If you can’t be there in person, you can always listen to me jabber at you over the internet. Join me next time, as I teach you how to memorize the new layers by baking a delicious chocolate cake! Oh, delightful!

Click here to discuss this article!

22 Comments »

  1. Dear Mr. Tolarian -

    Webster’s online dictionary defines “academy” as, “A place, usually cold in temperature, where scholars shout at you”. While your academy has a modicum of shouting, I must ask: where is your mortar board? I have examined your picture several times and have yet to see it.

    While I have never heard of this “Magic: The Gathering” that you speak of, I assume it must be some kind of foreign cooking technique what with all of the layers and frosting. I tried your recipe for “1/1 Hill Giant” and found it bland and unsatisfying. I recommend adding salt and cooking at a lower temperature.

    I work in the banking industry, and new rules are commonplace to us - how else do you think we got away with spending all of America’s money on an underwater theme park only accessible by reverse space elevator and select deep-sea watercraft? I suggest you suck it up and deal.

    Comment by Albert Q. Mumbleberry — July 9, 2009 @ 11:11 pm

  2. Awesome article again, been digging your explanations of the rule changes, though i do love the questions too. Anyways thank you for explaining the new rule changes

    Comment by Sean — July 10, 2009 @ 12:46 am

  3. Great article. When it came to explaining why the Giant Growth didnt effect after a Snakeform was pretty easy for me to get. It actually makes more sense to me how it used to be that way. Because the thought process for me went creature got bigger (the growth) then was shrank down to size by the Snakeform. so he no longer had the big boost because he didnt have the size anymore. Though i can see why it would be changed.

    Comment by Jake — July 10, 2009 @ 4:40 am

  4. I had no idea that layers were changing too…man….thanks for this article.

    Comment by TheSIN — July 10, 2009 @ 6:29 am

  5. Do the layer changes affect humility at all?

    Comment by Joe — July 10, 2009 @ 7:39 am

  6. Question: When the ‘Sacrifice’ ability of cards that used to have substance goes on the stack, players gain priority, right (alternatively, if a player discards a madness card to go down to 7 cards in cleanup)? If at that point they play another ex-substance card, the logical thing under the new rules is that it lasts until the end of the next turn. Is this the same as it would have been before?

    Comment by Green Opal — July 10, 2009 @ 7:48 am

  7. @Green Opal:

    I’m fairly sure that you’re not given any priority in the Cleanup step; though, keep in mind that I’m not a judge.

    @Eric Levine:

    No more turning a peppersmoked Mutvault into a 2/2 again for the fair price of 1 colorless mana? Can I appeal?

    Comment by agz — July 10, 2009 @ 9:10 am

  8. I should have mentioned that you hurt PV’s feelings. No way to edit the post…

    Comment by agz — July 10, 2009 @ 9:12 am

  9. So, is Fear no longer a part of the game after M10 becomes legal? What happens to Profane Command? Will it give the creature evasion against everything except its colour or does it give “Intimidation: Black” or something?

    Comment by Frein — July 10, 2009 @ 9:31 am

  10. Disclaimer: I’m not a judge, so there might be a wrong term in here somewhere.

    Fear on old cards will continue to work exactly as it did before. The X targets will be unable to be assigned blockers that are either black or artifacts (and Flash Foliage will still be able to “cheat” that restriction). Just because a keyword disappears from the comprehensive rules it doesn’t mean that cards stop working. Take a look at what happened then they removed Treshhold from the rules for example - all the cards were updated in Oracle with new wordings and Treshhold became an ability word.

    Comment by Kasper — July 10, 2009 @ 10:44 am

  11. i’m glad they made the layers system simpler, but i still think layers are far to complex for my simple little mind to figure out i guess i’m content with never learning them because thats what judges are for!

    Comment by Dan — July 10, 2009 @ 11:10 am

  12. @ Green Opal: Priority is passed whenever something is put on the stack, including in some cleanup phases. HOWEVER, if something is put on the stack in the cleanup phase (and you therefor get priority), another cleanup phase will occur immediately after (and so on and so forth until you have a cleanup phase with no stack).

    Comment by Geoff — July 10, 2009 @ 11:34 am

  13. @Frein: Fear is still in the game, they’re just not printing new cards with it.

    Comment by Monk Realist — July 10, 2009 @ 12:04 pm

  14. fear is not being erretad. this is because not all creatures with fear are black (for example, sliver queen with intimidate is pretty bad. but sliver queen with fear is pretty mediocre!) it’s just going to be a change in new cards that come out

    awesome article. would read again.

    Comment by psymunn — July 10, 2009 @ 12:41 pm

  15. So what if I snakeform a creature (2/2) which has already been pumped by a giant growth (5/5) and has two +1/+1 counters on it (7/7)? Does it become a 1/1 snake, or a 6/6 snake?

    Comment by Luke — July 10, 2009 @ 1:23 pm

  16. Say your opponent has a Protean Hydra with 5 +1/+1 counters on it. If you cast a Snakeform onto it, does it become a 6/6 until the beginning of the end step?

    Comment by David — July 10, 2009 @ 1:28 pm

  17. @ Luke:
    It will become 1/1 in layer 7b when snakeform hits it, 4/4 in layer 7c when gg is applied, and end at 6/6 in layer 7d with the counters.

    Comment by Geoff — July 10, 2009 @ 1:54 pm

  18. I’m very excited about the rules seminar.

    Comment by MckHick — July 10, 2009 @ 2:49 pm

  19. Chameleon Colossus (and anything else that doubles power): Is this P/T setting or P/T boosting? I’m going to guess boosting because of the way it’s worded. So if the ability is activated and the Colossus is Snakeformed, it will be a 2/2 regardless of what order those two abilities resolved in.

    Comment by Amarsir — July 10, 2009 @ 3:37 pm

  20. Comically enough, the new rule 510.5 (second combat damage step in cases of first- and doublestrike) is currently broken: a creature that loses doublestrike during the first combat damage step still deals combat damage in the second combat damage step unless it had first strike as well.

    @Amarsir: as per rule 610.2d, the X in Chameleon Colossus’s activated ability is locked in when the ability resolves. If you pump a 4/4 colossus and your opponent responds with Snakeform, the colossus will be 1/1 when the ability resolves and will end up 2/2; if the abilities resolve in the opposite order, the colossus will be 5/5.

    Comment by IJS — July 10, 2009 @ 4:30 pm

  21. Reading further I find rule 702.4c, which contradicts rule 510.5 (which is also rule 702.4b):

    702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat
    damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that didn’t have first strike (!) as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

    702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.

    There’s also rule 301.8, which seems to say that a fortification that’s also a land can’t fortify a land, but a fortification that’s also a creature can:

    301.8. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Rules 301.7a–d apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures. Fortification’s analog to the equip keyword ability is the fortify keyword ability. (See rule 702.64, “Fortify.”)

    Comment by IJS — July 11, 2009 @ 1:54 am

  22. Thanks Geoff, I was just about to ask about that.

    Comment by Nathaniel — July 12, 2009 @ 8:14 pm

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