Before I start, this is meant to be a thread that discusses the impact of the M10 rules changes.
It is not a thread for discussion of the idiocy or genius of the new rules. Or design space. For the purpose of this thread, I don't care if you love mana burn or if Magic totally sucks now.
The first thing that struck me was that Wishes can't get exiled cards. In other word, Burning Wish can no longer get extirpated Loams. I can't see this being relevant very much with the exception of AggroLoam.
You can't use rfg mechanics for tutoring anymore (say, Serum Powder/Wish), but it was never used that way all that much.
Since mana now burns (painlessly) at the end of steps as well as phases, you can't use LED mana to cast an instant during your draw step anymore. In short, eot Mystical or Bstorm into AdN with two lands and a LED in play is no longer an awesome synergy.
For painful mana burn there's already a thread. I don't predict much of an impact. It'll be nice to cast 3sphere off City and Tomb and lose 2 instead of three, and to not lose four life if Chant gets played or if I have two Heartbeats, but it's not that huge a change.
I don't see cards suddenly becoming playable. I'd love to be proven wrong though. Pulses get worse, and so forth.
Tokens are now owned by their initial controller. Nobody cares, except a few Brand enthusiasts. Relevant for multiplayer, though, as Hunted tokens no longer leave play if Hunted Horror's owner dies.
Combat damage doesn't use the stack anymore. How we all failed to speculate about this one with the X-Box game abandoning it I'll never know ...
Anyway, this one's pretty huge. But first things first.
Gang-blocking creatures are now assigned an order by the controller of the creature they are blocking. The second one can only be dealt damage if the first one has been assigned lethal damage. The thrid one only if the second one received lethal. It's a lot like trample.
This is a pretty big change but won't be relevant often. It's usually a no-brainer to deal lethal damage to one creature if possible. But you can't take two Goyfs blocking a single one down with Firespout anymore.
If one creature blocks several creatures for some reason, the defending player assigns an order to the attackers. This works the same way as above.
What happens if you block a Goyf with a Two-Headed Dragon and an Uktabi Orangutan and another Goyf with the same Two-Headed Dragon, I have no clue.
Creatures that are removed from the battlefield no longer deal damage. Well, instant speed removal could already be played in such a way that the targeted creature didn't connect.
But you can't sacrifice creatures with combat damage on the stack now - SGC doesn't make Ringleader deal four damage anymore; either you throw it and it doesn't deal combat damage, or it's already been blocked dead. Mogg Fanatic can't take down X/2s anymore. STE no longer deals damage if you want a land. Etc.
Deathtouch is a static ability now. It doesn't stack anymore.
Deathtouch allows to assign combat damage arbitrarily. An order is still assigned in case the creature loses deathtouch but as long as it retains it and gets to deal damage, its controller isn't obligated to assign lethal damage to the first creature.
So, Wren's Run Vanquisher can deal one damage to each of three Grizzly Bears blocking it while a Hill Giant blocked by three Grizzly Bears would have to assign an order, deal at least two to the first bear and one to the second.
A creature is now destroyed as a state-based effect if it's carrying one more more points of damage by a creature with deathtouch. So you have to regenerate a Boa blocking Wren's Run Vanquisher only once (and before you know if they'll be getting any damage at all) because SBEs are considered a single event. Also, creatures now have to get a regeneration shield before they're dealt damage by a creature with deathtouch because SBEs can't be responded to.
Deathtouch now seems to be an innate characteristic of damage. In other words, a creature with deathtouch dealing damage (via Psionic Gift, say) can destroy an arbitrarily large creature even if it gets killed in response. If it loses deathtouch in response, that's different.
Lifelink is static and causes you to gain life at the same time that damage is dealt. Spirit Link is a sort of removal spell again. This makes lifelink uncounterable and much better on defense.
It also means it doesn't stack (exactly like the deathtouch change).
There are some banding changes. Even R&D doesn't care.
That's it for now. I'm sure I missed some stuff. I think the biggest changes are combat damage not using the stack, exiled cards being unwishable and mana being emptied at the end of steps but there will be many subtle changes that can easily decide games, especially in Limited.
I'm more of a Legacy player, but this thread is supposed to be a catch-all. What commonly used tricks in any format no longer work? What new tricks do work? What relevant cards become better or worse? Is there a card that might become relevant or irrelevant because of the changes? What do I have to do differently to reach the same results?
Man, I really hope there will be a huge CI on this one.
Oh yeah, just to be sure, those changes will come into effect with the M10 prerelease. The "old" rules are in effect until then. You can still respond to combat damage for a while.
// I read the whole thing in German. If someone can tell me how to avoid the automatic redirection madness, please please please do so.
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Please note that while "Ad Nauseam" literally means "to the point of nausea", "Ad Nauseum" means "to a place closely associated with nausea", with nauseum being a nonsensical neologism with unpleasent connotations.
And although a storm combo pilot may at times feel as if trapped by artillery fire, Ethersworn Canonist has nothing to do with Cannons.