New edition is here, and with it, Oracle Updates. What has changed in the card texts since Guildpact? I sifted through all that info, and here are the results.
BTW, there were no creature type updates this time.
Aladdin's Lamp:
X, T: The next time you would draw a card this turn, instead look at the top X cards of your library and draw one of them. Shuffle the rest and put them on the bottom of your library. X can’t be 0.
to
X, T: The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can’t be 0.
(Makes the card draw from Aladdin's lamp work like a normal card draw. Previously, you could take a card that wasn't on the top of your library, and it counted as a draw, which was a bit counter-intuitive.)
Assault // Battery, and other split cards:
Now the text of second card half starts on a new line.
Awakening:
At the beginning of each player’s upkeep, all players untap all creatures and lands they control.
to
At the beginning of each upkeep, all players untap all creatures and lands they control.
("player's" is apparently considered redundant now.)
Blood Frenzy:
Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.
to
Play Blood Frenzy only before the combat damage step.
Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.
(Functional change. Now you can no longer cast Blood Frenzy after combat damage is on stack to kill a creature without dealing with its increased power.)
Book Burning:
Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player’s library into his or her graveyard.
to
Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player’s library into his or her graveyard.
(Clarification similar to the errata Development got. Now it's more clear that in multiplayer anyone can take the 6 damage.)
Brass Man:
1: Untap Brass Man. Play this ability only during your upkeep.
to
At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man.
(Functional change, and one Wizards told us about. The bad news is that you can't untap Brass Man multiple times during your upkeep. The good news is that it's a triggered ability, and therefore harder to mess with.)
Breaking Point:
Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can’t be regenerated.
to
Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can’t be regenerated.
(see Book Burning)
Browbeat:
Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards.
to
Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.
(see Book Burning)
Chains of Mephistopheles:
If a player would draw a card except the first one he or she draws in a draw step, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn’t discard a card, he or she puts the top card of his or her library into his or her graveyard.
to
If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn’t discard a card, he or she puts the top card of his or her library into his or her graveyard.
(Functional change. Previously, you could get a draw without discarding by drawing in another player's draw step. No longer. I think Psychic Possession alerted Wizards to this.)
Champion's Victory:
Sorcery
to
Instant
(Someone argued with me before that Champion's Victory couldn't be played at all under current wording and rules. The recent "Saturday School" questions claimed it COULD be played, but they probably errataed it anyway, just to be sure.)
Chaos Moon:
At the beginning of each player’s upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.
to
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.
(see Awakening)
Charmed Pendant:
T, Put the top card of your library into your graveyard: For each colored mana symbol in that card’s mana cost, add one mana of any of that symbol’s colors to your mana pool. Play this ability only any time you could play an instant. (For example, if the card’s mana cost is 3UUB, you add UUB to your mana pool.)
to
T, Put the top card of your library into your graveyard: For each colored mana symbol in that card’s mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card’s mana cost is 3UUB, you add UUB to your mana pool.)
(With Elemental Resonance, the main rules most likely received an update that when receiving a mana from hybrid symbol, the player receiving it chooses which color he gets, making the text on Charmed Pendant unneccessary. As an aside: Does this means that we will see text like "T: add (u/b) to your mana pool." on dual lands now?)
Circu, Dimir Lobotomist:
Your opponents can’t play nonland cards with the same name as a card removed from the game with Circu.
to
Your opponents can’t play nonland cards with the same name as a card removed from the game with Circu, Dimir Lobotomist.
(What to say to this? Apparently, Oracle has more space than the actual card.)
Colossus of Sardia:
9: Untap Colossus of Sardia. Play this ability only during your upkeep.
to
At the beginning of your upkeep, you may pay 9. If you do, untap Colossus of Sardia.
(see Brass Man)
Concerted Effort:
At the beginning of each player’s upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
to
At the beginning of each upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
(see Awakening)
Cruel Tutor:
Search your deck for a card, then shuffle your library and put that card on top of it. You lose 2 life.
to
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.
(Good catch, that one.)
Darkpact:
You own target card in the ante. That card’s previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante.
to
You own target card in the ante. Exchange that card with the top of your library.
(Fucntional change. What??? Why are they making a ante card STRONGER?)
Defense Grid:
During each player’s turn, each other player’s spells cost 3 more to play.
to
Each spell costs 3 more to play except during its controller’s turn.
(Short and sweet.)
Discordant Spirit:
At the end of each of your opponents’ turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
to
At the end of each turn, if it was an opponent’s turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
(What???)
Dwarven Sea Clan:
T: Dwarven Sea Clan deals 2 damage to target attacking or blocking creature whose controller controls an Island. Play this ability only during the end of combat step.
to
T: Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Play this ability only before the end of combat step.
(Functional change. Now you can use untapped Dwarven Sea Clan to deal damage even if the combat damage kills it.)
El-Hajjaj:
Whenever El-Hajjâj deals damage to a creature or player, you gain life equal to the damage dealt, but not more than the player’s life total before El-Hajjâj dealt damage or the creature’s toughness.
to
Whenever El-Hajjâj deals damage, you gain that much life.
(Nice.)
Empty City Ruse:
Target opponent skips the combat phase of his or her next turn.
to
Target opponent skips all combat phases of his or her next turn.
(Catches some loopholes.)
Endless Cockroaches:
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to your hand.
to
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner’s hand.
(Nice catch.)
False Peace:
Target player skips the combat phases of his or her next turn.
to
Target player skips all combat phases of his or her next turn.
(see Empty City Ruse)
Festival:
Play only during an opponent’s upkeep.
to
Play Festival only during an opponent’s upkeep.
Ghost Town:
0: Return Ghost Town to its owner’s hand. Play this ability only during another player’s turn.
to
0: Return Ghost Town to its owner’s hand. Play this ability only if it’s not your turn.
Goblin Caves:
If enchanted land is a Mountain, all Goblins get +0/+2.
to
If enchanted land is a basic Mountain, all Goblins get +0/+2.
(Fucntional change. No more broken Goblin Caves/Stomping Grounds combos.)
Goblin Grenadiers:
Sacrifice Goblin Grenadiers: Destroy target creature and target land. Play this ability only if Goblin Grenadiers is attacking and unblocked.
to
Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land.
(This change from activated to triggered ability might be actually welcome. Goblin Grenadiers can now get over various restrictions and countering that threaten activated abilities nowadays.)
Goblin Shrine:
If enchanted land is a Mountain, all Goblins get +1/+0.
to
If enchanted land is a basic Mountain, all Goblins get +1/+0.
(see Goblin Caves)
Goblin Vandal:
R: Destroy target artifact defending player controls and prevent all combat damage Goblin Vandal would deal this turn. Play this ability only once each turn, only during the declare blockers step, and only if Goblin Vandal is attacking and unblocked.
to
Whenever Goblin Vandal attacks and isn't blocked, you may pay R. If you do, destroy target artifact defending player controls and Goblin Vandal deals no combat damage this turn.
(see Goblin Grenadiers)
Heavy Fog:
Sorcery
to
Instant
(see Champion's Victory)
Imperial Recruiter:
When Imperial Recruiter comes into play, search your library for a creature with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.
to
When Imperial Recruiter comes into play, search your library for a creature card with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.
Island Fish Jasconius:
UUU: Untap Jasconius. Play this ability only during your upkeep.
to
At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius.
(see Brass Man)
Mirri, Cat Warrior:
First strike forestwalk, vigilance
to
First strike, forestwalk, vigilance
Necrite:
Sacrifice Necrite: Destroy target creature defending player controls. It can’t be regenerated. Play this ability only if Necrite is attacking and unblocked.
to
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can’t be regenerated.
(see Goblin Grenadiers)
Pithing Needle:
Activated abilities of the named card can’t be played unless they’re mana abilities.
to
Activated abilities of permanents with that name can’t be played unless they’re mana abilities.
Activated abilities of cards with that name that aren't in play can’t be played unless they’re mana abilities.
(There were probably some issues if Pithing Needle stops abilities of tokens that are a copy of the named card.)
Price of Glory:
Whenever a player taps a land for mana during another player’s turn, destroy that land.
to
Whenever a player taps a land for mana, if it’s not that player’s turn, destroy that land.
Quarum Trench Gnomes:
T: Choose target Plains. Whenever that Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn’t end at end of turn.)
to
T: If target Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn’t end at end of turn.)
(It was replacement effect with triggered wording.)
Sea Drake:
When Sea Drake comes into play, return two target lands you control to your hand.
to
When Sea Drake comes into play, return two target lands you control to their owner’s hand.
(see Endless Cockroaches)
Sorceress Queen:
T: Target creature other than Sorceress Queen is 0/2 until end of turn.
to
T: Target creature other than Sorceress Queen becomes 0/2 until end of turn.
Spreading Algae:
When enchanted land becomes tapped, destroy that land.
to
When enchanted land becomes tapped, destroy it.
Sun Droplet:
At the beginning of each player’s upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
to
At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
(see Awakening)
Temporal Manipulation:
Take extra turn after this one.
to
Take an extra turn after this one.
Time Vault:
Skip your next turn: Untap Time Vault and put a time counter on it.
to
At the beginning of your upkeep, you may untap Time Vault. If you do, put a time counter on it and you skip your next turn.
(Yes, stop whining, they really did it.)
Timesifter:
At the beginning of each player’s upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players’ cards are tied for highest cost, the tied players repeat this process until the tie is broken.
to
At the beginning of each upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players’ cards are tied for highest cost, the tied players repeat this process until the tie is broken.
(see Awakening)
Traveling Plague:
At the beginning of each player’s upkeep, put a plague counter on Traveling Plague.
to
At the beginning of each upkeep, put a plague counter on Traveling Plague.
(see Awakening)
Verdant Force:
At the beginning of each player’s upkeep, put a 1/1 green Saproling creature token into play under your control.
to
At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control.
(see Awakening)
Whippoorwill
GG, T: Target creature can’t be regenerated this turn. Damage that would be dealt to that creature this turn can’t be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from game.
to
GG, T: Target creature can’t be regenerated this turn. Damage that would be dealt to that creature this turn can’t be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game.
Worms of the Earth:
At the beginning of each player’s upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.
to
At the beginning of each upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.
(see Awakening)
Zombie Mob:
Zombie Mob comes into play with a +1/+1 counter for each creature card in your graveyard.
to
Zombie Mob comes into play with a +1/+1 counter on it for each creature card in your graveyard.
Zur's Weirding:
If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner’s graveyard. Otherwise, that player draws the card.
to
If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner’s graveyard. Otherwise, that player draws a card.
Pithing Needle was probably changed to clarify that you could use the Needle to stop a Drifts or House Guard from using the transmute ability.
EDIT: And Forecast of course.
No, that's been pretty clear since Pithing Needle has been widely used to stop Cycling and Channel for some time. The change was definitely (as Marek said) to make sure it stopped tokens that are copies of cards (since the original wording did not specifically say that). That's the only part that changed.
And the difference on Zur's Weirding is the second to last word. "The card" versus "a card".
Thanks for sifting through all the info after each update, Marek.
It's a big help to us casual geeks as well.
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Attack one beating chicken of 4 cards, then erase 3 minus from your battleax. Never in your main phase will you do a 4 cards risen, but McDonald of 2 to the punish-bin. Again, beat softly to the end.
What's the reasoning behind the "if it's not your turn" thing vs. "another player's turn"?
Maybe for team formats? Simultaneous Turns on 2HG. That is the only thing I can think of. Someone would have to ask the person who maintains the oracle the reasoning behind that one. Maybe we should all submit an Ask Wizards question about it.
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I am looking for Date Stamped promos from Khans of Tarkir block so I can finish my set. Check my wants if you have any.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
Marek.. how do you compile this information? Is there an update somewhere on WotC's site for this?
Nope, it's quite simple:
First, I go to Gatherer, and ask it to retrieve the complete Oracle cardlist. Then I save it as a file and do a file compare between it and the last cardlist I have archived. I concentrate on changed cards, leaving out the new ones of course.
The text of the second half of the text of split cards starts on a new line??!?!?!?!? NOOOOOOOO! D-RN you, WOTC! How dare you destroy the game like this???? You've ruined me!
No, in all seriousness it's nice to see that they're committed enough to always be combing through looking for little changes that need to be made.
Technically, it's a functional change. Mirri (re)gained first strike and forestwalk, and lost "first strike forestwalk", which is an undefined (and therefore useless) ability.
Maybe for team formats? Simultaneous Turns on 2HG. That is the only thing I can think of. Someone would have to ask the person who maintains the oracle the reasoning behind that one. Maybe we should all submit an Ask Wizards question about it.
That's gotta be it. Yeah, because now it really has to be someone else's turn;
currently, it can be both your turn and another player's turn (your ally's).
Lemme just autocard Price of Glory so I can read it myself. Thank you.
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Awesome avatar provided by Krashbot @ [Epic Graphics].
aww! first strike forestwalk would be cool! damn them... DAMN THEM! very interesting with the additions of "if its not your turn" and "if its not *foo*'s turn." I could see that openning a door for some interesting new cards- instants than are a tad more powerful and/or undercosted because they could only be played during a certain players turn, phase, step, etc. Like, insta-sorceries, or something.
Of course, we have that already, but streamlining text like that just makes me think about what could be in store for us!
*Crosses fingers and prays for "doublestrike nonbasic-landwalk" on the next lengendary cat person.*
I also think they did a good job on this oracle update, especially catching all the minor grammatical errors.
For instance, Whippoorwill, it took me 10 times reading through both texts to see the difference, the difference is the origional says "...removed from game." when clearly grammatically it should say "...removed from the game." I applaud Wizards' stick-to-it-ive-ness and determination to catch something that minor on such an obscure and old card. I think that speaks a lot for Wizards' attempt to make the game the best it can be.
Ah, the reading of the Oracle updates with rapt fascination! No, seriously, I do! Timmy, Johnny, Spike, Vorthos...and Mark. Yes, the 5th psychographic profile - people who are fascinated by the design, intricacies, history, and/or evolution of the game for curiosities sake.
They changed the Blood Frenzy loophole before I could ever exploit it in a deck. Drat.
I likewise applaud the job MaGo has done as Rules Manager clearing things up, even the little things.
I also applaud Marek14 for posting these updates. Mucho thanks!
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GDS1 & GDS2 entrant. Former Rules Advisor & casual-level TO. Semi-lapsed player in general.
Ah, the reading of the Oracle updates with rapt fascination! No, seriously, I do! Timmy, Johnny, Spike, Vorthos...and Mark. Yes, the 5th psychographic profile - people who are fascinated by the design, intricacies, history, and/or evolution of the game for curiosities sake.
They changed the Blood Frenzy loophole before I could ever exploit it in a deck. Drat.
I likewise applaud the job MaGo has done as Rules Manager clearing things up, even the little things.
I also applaud Marek14 for posting these updates. Mucho thanks!
Guess I would qualify as a "Mark" too (not to mention that my name is one of its many variants) I don't even play, except for prerelease tournaments, but I am deeply interested in the game rules, concepts, inherent logic etc. Actually, I hope that MaRo or someone comes to the Pro Tour Prague - I'd like to see him
Circu, Dimir Lobotomist:
Your opponents can’t play nonland cards with the same name as a card removed from the game with Circu.
to
Your opponents can’t play nonland cards with the same name as a card removed from the game with Circu, Dimir Lobotomist.
(What to say to this? Apparently, Oracle has more space than the actual card.)
Actually, the card itself has the same on it; it seems they messed up Oraclizing it.
Darkpact:
You own target card in the ante. That card’s previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante.
to
You own target card in the ante. Exchange that card with the top of your library.
(Fucntional change. What??? Why are they making a ante card STRONGER?)
Actually, they simply changed it back to what the card originally did, if you read the actual card. I actually brought this up in the WotC forums and someone might have emailed them; they may have been like "WTF? Why did we change this?" and changed it back to how it was. Or maybe someone else did. Or maybe they just read the thread.
Discordant Spirit:
At the end of each of your opponents’ turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
to
At the end of each turn, if it was an opponent’s turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
(What???)
Probably has something to do with 2 headed giant.
Endless Cockroaches:
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to your hand.
to
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner’s hand.
(Nice catch.)
I wonder who returned it to their own hand?
[quote]Goblin Caves
Goblin Shrine[/Card]
Ah, back to the original wording. Not sure why it was ever changed from it.
They also made El-Hajaj better, not that it was really important, but hey, someone out there is like "Woot!"
Those cards originally said 'your hand'. This doesn't matter in the comprehensive rules - whenever a card would be put into a zone (other than in play) owned by another player (their RFG, their library, their hand, their graveyard) it is instead put into its owner's version of that zone - but it was nonetheless a concern. If they plan on releasing those sets on line (har har har har), this might make things more clear.
The funny thing about what happened to Pithing Needle is that on MTG.com there was a Magic puzzle whose solution hinged on the fact that needle couldn't stop a copy of a card. Oh well. :/
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BTW, there were no creature type updates this time.
Aladdin's Lamp:
X, T: The next time you would draw a card this turn, instead look at the top X cards of your library and draw one of them. Shuffle the rest and put them on the bottom of your library. X can’t be 0.
to
X, T: The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can’t be 0.
(Makes the card draw from Aladdin's lamp work like a normal card draw. Previously, you could take a card that wasn't on the top of your library, and it counted as a draw, which was a bit counter-intuitive.)
Assault // Battery, and other split cards:
Now the text of second card half starts on a new line.
Awakening:
At the beginning of each player’s upkeep, all players untap all creatures and lands they control.
to
At the beginning of each upkeep, all players untap all creatures and lands they control.
("player's" is apparently considered redundant now.)
Blood Frenzy:
Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.
to
Play Blood Frenzy only before the combat damage step.
Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.
(Functional change. Now you can no longer cast Blood Frenzy after combat damage is on stack to kill a creature without dealing with its increased power.)
Book Burning:
Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player’s library into his or her graveyard.
to
Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player’s library into his or her graveyard.
(Clarification similar to the errata Development got. Now it's more clear that in multiplayer anyone can take the 6 damage.)
Brass Man:
1: Untap Brass Man. Play this ability only during your upkeep.
to
At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man.
(Functional change, and one Wizards told us about. The bad news is that you can't untap Brass Man multiple times during your upkeep. The good news is that it's a triggered ability, and therefore harder to mess with.)
Breaking Point:
Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can’t be regenerated.
to
Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can’t be regenerated.
(see Book Burning)
Browbeat:
Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards.
to
Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.
(see Book Burning)
Chains of Mephistopheles:
If a player would draw a card except the first one he or she draws in a draw step, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn’t discard a card, he or she puts the top card of his or her library into his or her graveyard.
to
If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn’t discard a card, he or she puts the top card of his or her library into his or her graveyard.
(Functional change. Previously, you could get a draw without discarding by drawing in another player's draw step. No longer. I think Psychic Possession alerted Wizards to this.)
Champion's Victory:
Sorcery
to
Instant
(Someone argued with me before that Champion's Victory couldn't be played at all under current wording and rules. The recent "Saturday School" questions claimed it COULD be played, but they probably errataed it anyway, just to be sure.)
Chaos Moon:
At the beginning of each player’s upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.
to
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.
(see Awakening)
Charmed Pendant:
T, Put the top card of your library into your graveyard: For each colored mana symbol in that card’s mana cost, add one mana of any of that symbol’s colors to your mana pool. Play this ability only any time you could play an instant. (For example, if the card’s mana cost is 3UUB, you add UUB to your mana pool.)
to
T, Put the top card of your library into your graveyard: For each colored mana symbol in that card’s mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card’s mana cost is 3UUB, you add UUB to your mana pool.)
(With Elemental Resonance, the main rules most likely received an update that when receiving a mana from hybrid symbol, the player receiving it chooses which color he gets, making the text on Charmed Pendant unneccessary. As an aside: Does this means that we will see text like "T: add (u/b) to your mana pool." on dual lands now?)
Circu, Dimir Lobotomist:
Your opponents can’t play nonland cards with the same name as a card removed from the game with Circu.
to
Your opponents can’t play nonland cards with the same name as a card removed from the game with Circu, Dimir Lobotomist.
(What to say to this? Apparently, Oracle has more space than the actual card.)
Colossus of Sardia:
9: Untap Colossus of Sardia. Play this ability only during your upkeep.
to
At the beginning of your upkeep, you may pay 9. If you do, untap Colossus of Sardia.
(see Brass Man)
Concerted Effort:
At the beginning of each player’s upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
to
At the beginning of each upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
(see Awakening)
Cruel Tutor:
Search your deck for a card, then shuffle your library and put that card on top of it. You lose 2 life.
to
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.
(Good catch, that one.)
Darkpact:
You own target card in the ante. That card’s previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante.
to
You own target card in the ante. Exchange that card with the top of your library.
(Fucntional change. What??? Why are they making a ante card STRONGER?)
Defense Grid:
During each player’s turn, each other player’s spells cost 3 more to play.
to
Each spell costs 3 more to play except during its controller’s turn.
(Short and sweet.)
Discordant Spirit:
At the end of each of your opponents’ turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
to
At the end of each turn, if it was an opponent’s turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
(What???)
Dwarven Sea Clan:
T: Dwarven Sea Clan deals 2 damage to target attacking or blocking creature whose controller controls an Island. Play this ability only during the end of combat step.
to
T: Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Play this ability only before the end of combat step.
(Functional change. Now you can use untapped Dwarven Sea Clan to deal damage even if the combat damage kills it.)
El-Hajjaj:
Whenever El-Hajjâj deals damage to a creature or player, you gain life equal to the damage dealt, but not more than the player’s life total before El-Hajjâj dealt damage or the creature’s toughness.
to
Whenever El-Hajjâj deals damage, you gain that much life.
(Nice.)
Empty City Ruse:
Target opponent skips the combat phase of his or her next turn.
to
Target opponent skips all combat phases of his or her next turn.
(Catches some loopholes.)
Endless Cockroaches:
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to your hand.
to
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner’s hand.
(Nice catch.)
False Peace:
Target player skips the combat phases of his or her next turn.
to
Target player skips all combat phases of his or her next turn.
(see Empty City Ruse)
Festival:
Play only during an opponent’s upkeep.
to
Play Festival only during an opponent’s upkeep.
Ghost Town:
0: Return Ghost Town to its owner’s hand. Play this ability only during another player’s turn.
to
0: Return Ghost Town to its owner’s hand. Play this ability only if it’s not your turn.
Goblin Caves:
If enchanted land is a Mountain, all Goblins get +0/+2.
to
If enchanted land is a basic Mountain, all Goblins get +0/+2.
(Fucntional change. No more broken Goblin Caves/Stomping Grounds combos.)
Goblin Grenadiers:
Sacrifice Goblin Grenadiers: Destroy target creature and target land. Play this ability only if Goblin Grenadiers is attacking and unblocked.
to
Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land.
(This change from activated to triggered ability might be actually welcome. Goblin Grenadiers can now get over various restrictions and countering that threaten activated abilities nowadays.)
Goblin Shrine:
If enchanted land is a Mountain, all Goblins get +1/+0.
to
If enchanted land is a basic Mountain, all Goblins get +1/+0.
(see Goblin Caves)
Goblin Vandal:
R: Destroy target artifact defending player controls and prevent all combat damage Goblin Vandal would deal this turn. Play this ability only once each turn, only during the declare blockers step, and only if Goblin Vandal is attacking and unblocked.
to
Whenever Goblin Vandal attacks and isn't blocked, you may pay R. If you do, destroy target artifact defending player controls and Goblin Vandal deals no combat damage this turn.
(see Goblin Grenadiers)
Heavy Fog:
Sorcery
to
Instant
(see Champion's Victory)
Imperial Recruiter:
When Imperial Recruiter comes into play, search your library for a creature with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.
to
When Imperial Recruiter comes into play, search your library for a creature card with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.
Island Fish Jasconius:
UUU: Untap Jasconius. Play this ability only during your upkeep.
to
At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius.
(see Brass Man)
Mirri, Cat Warrior:
First strike forestwalk, vigilance
to
First strike, forestwalk, vigilance
Necrite:
Sacrifice Necrite: Destroy target creature defending player controls. It can’t be regenerated. Play this ability only if Necrite is attacking and unblocked.
to
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can’t be regenerated.
(see Goblin Grenadiers)
Pithing Needle:
Activated abilities of the named card can’t be played unless they’re mana abilities.
to
Activated abilities of permanents with that name can’t be played unless they’re mana abilities.
Activated abilities of cards with that name that aren't in play can’t be played unless they’re mana abilities.
(There were probably some issues if Pithing Needle stops abilities of tokens that are a copy of the named card.)
Price of Glory:
Whenever a player taps a land for mana during another player’s turn, destroy that land.
to
Whenever a player taps a land for mana, if it’s not that player’s turn, destroy that land.
Quarum Trench Gnomes:
T: Choose target Plains. Whenever that Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn’t end at end of turn.)
to
T: If target Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn’t end at end of turn.)
(It was replacement effect with triggered wording.)
Sea Drake:
When Sea Drake comes into play, return two target lands you control to your hand.
to
When Sea Drake comes into play, return two target lands you control to their owner’s hand.
(see Endless Cockroaches)
Sorceress Queen:
T: Target creature other than Sorceress Queen is 0/2 until end of turn.
to
T: Target creature other than Sorceress Queen becomes 0/2 until end of turn.
Spreading Algae:
When enchanted land becomes tapped, destroy that land.
to
When enchanted land becomes tapped, destroy it.
Sun Droplet:
At the beginning of each player’s upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
to
At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.
(see Awakening)
Temporal Manipulation:
Take extra turn after this one.
to
Take an extra turn after this one.
Time Vault:
Skip your next turn: Untap Time Vault and put a time counter on it.
to
At the beginning of your upkeep, you may untap Time Vault. If you do, put a time counter on it and you skip your next turn.
(Yes, stop whining, they really did it.)
Timesifter:
At the beginning of each player’s upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players’ cards are tied for highest cost, the tied players repeat this process until the tie is broken.
to
At the beginning of each upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players’ cards are tied for highest cost, the tied players repeat this process until the tie is broken.
(see Awakening)
Traveling Plague:
At the beginning of each player’s upkeep, put a plague counter on Traveling Plague.
to
At the beginning of each upkeep, put a plague counter on Traveling Plague.
(see Awakening)
Verdant Force:
At the beginning of each player’s upkeep, put a 1/1 green Saproling creature token into play under your control.
to
At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control.
(see Awakening)
Whippoorwill
GG, T: Target creature can’t be regenerated this turn. Damage that would be dealt to that creature this turn can’t be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from game.
to
GG, T: Target creature can’t be regenerated this turn. Damage that would be dealt to that creature this turn can’t be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game.
Worms of the Earth:
At the beginning of each player’s upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.
to
At the beginning of each upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.
(see Awakening)
Zombie Mob:
Zombie Mob comes into play with a +1/+1 counter for each creature card in your graveyard.
to
Zombie Mob comes into play with a +1/+1 counter on it for each creature card in your graveyard.
Zur's Weirding:
If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner’s graveyard. Otherwise, that player draws the card.
to
If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner’s graveyard. Otherwise, that player draws a card.
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No, that's been pretty clear since Pithing Needle has been widely used to stop Cycling and Channel for some time. The change was definitely (as Marek said) to make sure it stopped tokens that are copies of cards (since the original wording did not specifically say that). That's the only part that changed.
And the difference on Zur's Weirding is the second to last word. "The card" versus "a card".
It's a big help to us casual geeks as well.
Edit: Dammit! They already did!
Second to last word in the text.
I had to go over it a few times before I caught it.
Record for most minor change?
What's the reasoning behind the "if it's not your turn" thing vs. "another player's turn"?
Maybe for team formats? Simultaneous Turns on 2HG. That is the only thing I can think of. Someone would have to ask the person who maintains the oracle the reasoning behind that one. Maybe we should all submit an Ask Wizards question about it.
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Agreed. Thanks Marek. I maintain an on-line database of all the cards I own, and your posts with the Oracle changes help me keep up to date.
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Nope, it's quite simple:
First, I go to Gatherer, and ask it to retrieve the complete Oracle cardlist. Then I save it as a file and do a file compare between it and the last cardlist I have archived. I concentrate on changed cards, leaving out the new ones of course.
No, in all seriousness it's nice to see that they're committed enough to always be combing through looking for little changes that need to be made.
Technically, it's a functional change. Mirri (re)gained first strike and forestwalk, and lost "first strike forestwalk", which is an undefined (and therefore useless) ability.
That's gotta be it. Yeah, because now it really has to be someone else's turn;
currently, it can be both your turn and another player's turn (your ally's).
Lemme just autocard Price of Glory so I can read it myself. Thank you.
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Of course, we have that already, but streamlining text like that just makes me think about what could be in store for us!
*Crosses fingers and prays for "doublestrike nonbasic-landwalk" on the next lengendary cat person.*
For instance, Whippoorwill, it took me 10 times reading through both texts to see the difference, the difference is the origional says "...removed from game." when clearly grammatically it should say "...removed from the game." I applaud Wizards' stick-to-it-ive-ness and determination to catch something that minor on such an obscure and old card. I think that speaks a lot for Wizards' attempt to make the game the best it can be.
They changed the Blood Frenzy loophole before I could ever exploit it in a deck. Drat.
I likewise applaud the job MaGo has done as Rules Manager clearing things up, even the little things.
I also applaud Marek14 for posting these updates. Mucho thanks!
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As for Circu's update, the current Oracle wording is the same as what is written on actual card, maybe it's just a typo of previous Oracle.
Guess I would qualify as a "Mark" too (not to mention that my name is one of its many variants) I don't even play, except for prerelease tournaments, but I am deeply interested in the game rules, concepts, inherent logic etc. Actually, I hope that MaRo or someone comes to the Pro Tour Prague - I'd like to see him
Actually, the card itself has the same on it; it seems they messed up Oraclizing it.
Actually, they simply changed it back to what the card originally did, if you read the actual card. I actually brought this up in the WotC forums and someone might have emailed them; they may have been like "WTF? Why did we change this?" and changed it back to how it was. Or maybe someone else did. Or maybe they just read the thread.
Probably has something to do with 2 headed giant.
I wonder who returned it to their own hand?
[quote]Goblin Caves
Goblin Shrine[/Card]
Ah, back to the original wording. Not sure why it was ever changed from it.
They also made El-Hajaj better, not that it was really important, but hey, someone out there is like "Woot!"
Goblin Caves/Shrine will fail to do anything on a land that's been turned into a Mountain by Blood Moon.
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