Top-down cards often cost extra words to communicate their flavor, but since "Vampires are stronger at night" is common sense for nearly any fantasy reader, this vampire's 33 words is easier to remember than a typical 33 words of random Magic text. What are those 33 words? You'll find out soon.
Isn't this Vampire Nocturnus?
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
Sorry but that is inherent to the game. Apocalypse, Ravnica and Eventide made exceptions to that but M10 will definitely go back to supporting allied more.
Wishful thinking coming up: As a lover of enemy colors myself, maybe the enemy duals will not be in M10, but in the next multicolor block(ok that will be far away).. where the only gold cards are enemy cards!
Jinxed: Kamigawa disagrees with you on Ice always being blue.
Obviously there are a few exceptions (like that three out of the 60+ editions/expansion sets), but what I meant was blue has always been generally accepted as the ice color. I don't think that is up for debate.
6th ed rules:
1) Craw Wurm deals 3 damage each (damage is stacked)
2) Salve the Mammoth
M10 Rules:
1) Craw Wurm likes to kill Mammoth first over Tiger
2) Unfortunately you want to save your Mammoth.
3) If you Salve the Mammoth, attacker simply assigns 6 damage to it.
It really does not make any sense that damage is prevented before it is assigned.
Note the this is different from stacked damage. Stacked damage is already assigned, it just has not been applied yet.
As an old player, I guess I have to unlearn the 6th ed combat phase rule.
I dont know why people are complaining, but from my perspective this is how its supposed to be. Creatures in combat, to deal damage, should BE in combat. Stacking damage and bouncing/saccing your creature for an effect is (for me) is just rules abuse. The rule was made to give way to damage prevention and regeneration effects (because they lost the damage prevention step), but opened the window for all other instants that could be done while damage is on.
So for returning the old rule, I find this a good change.
The others are minor changes/cosmetic changes which are mostly card specific and no generel impact on the game.
The new duals is great and balanced... as it still gives importance to basic lands (though can still be abused with Alpha Duals and Rav Duals).
Another strange combat thing I suppose doesn't work anymore:
I attack with a 3/3, it gets blocked by three 2/2's. Assume there is some higher reason for me to not kill any of them.
I can't assign 1 damage to all of them??
I have to declare bear 1, bear 2, bear 3 and then bear 1 MUST get 2 damage because he is "first-in-line"?
That would be a perfectly fine strategy if you have a Tremor in hand, but unfortunately, the new rules does not allow it.
But I just want to look in the other direction on why Wizards choes the other route:
Deathtouch changes the damage distribution rules as it is.
With your suggestion, it changes the definition of lethal damage.
Either way, a rule change has to be made. Maybe they opted for the more intuitive one. Im not saying its better, just saying maybe that is why they chose that definition.
It is balanced in a way that you cant make a deck full of these duals. You still need to put a number of basic lands, which makes sense, as basic lands are pretty much the essence of the game.
But then again, these really work with Alpha Duals and Rav Duals.
Sad news for sure. Normally the internet is a messy, uncivilized place, but mtgsalvation has been my haven for people talking about the game they love.
Good luck on your next adventure and thanks for the years of fun.
Hoping they create a new cycle for Incinerate: Predator's Strike, Telling Time, Last Gasp, new non sucky card for White.
Isn't this Vampire Nocturnus?
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
Sorry but that is inherent to the game. Apocalypse, Ravnica and Eventide made exceptions to that but M10 will definitely go back to supporting allied more.
Wishful thinking coming up: As a lover of enemy colors myself, maybe the enemy duals will not be in M10, but in the next multicolor block(ok that will be far away).. where the only gold cards are enemy cards!
The M10 Duals are great.
Glittering Wish's (and all the other wishes) functionality has changed now. It can no longer get cards from the Exiled Zone.
Obviously there are a few exceptions (like that three out of the 60+ editions/expansion sets), but what I meant was blue has always been generally accepted as the ice color. I don't think that is up for debate.
The only rule I dislike is the side effect of this rule... damage prevention effects are made useless. Consider this scenario:
A Craw Wurm is Blocked by a War Mammoth and a Stalking Tiger
The defender has a Healing Salve in hand, he intends to save Mammoth with it.
6th ed rules:
1) Craw Wurm deals 3 damage each (damage is stacked)
2) Salve the Mammoth
M10 Rules:
1) Craw Wurm likes to kill Mammoth first over Tiger
2) Unfortunately you want to save your Mammoth.
3) If you Salve the Mammoth, attacker simply assigns 6 damage to it.
It really does not make any sense that damage is prevented before it is assigned.
Note the this is different from stacked damage. Stacked damage is already assigned, it just has not been applied yet.
Lifeline actually became more powerful in subtle ways:
Works even if source is removed
Applies instantaneously as the damage is dealt
Regarding the removal of stacked lifelinks, I guess lifelink is not supposed to be abused that way.
Snow is a block mechanic that may or may not return, but definitely not in a Core Set.
I dont know why people are complaining, but from my perspective this is how its supposed to be. Creatures in combat, to deal damage, should BE in combat. Stacking damage and bouncing/saccing your creature for an effect is (for me) is just rules abuse. The rule was made to give way to damage prevention and regeneration effects (because they lost the damage prevention step), but opened the window for all other instants that could be done while damage is on.
So for returning the old rule, I find this a good change.
The others are minor changes/cosmetic changes which are mostly card specific and no generel impact on the game.
The new duals is great and balanced... as it still gives importance to basic lands (though can still be abused with Alpha Duals and Rav Duals).
Overall the changes are good.
That would be a perfectly fine strategy if you have a Tremor in hand, but unfortunately, the new rules does not allow it.
But I just want to look in the other direction on why Wizards choes the other route:
Deathtouch changes the damage distribution rules as it is.
With your suggestion, it changes the definition of lethal damage.
Either way, a rule change has to be made. Maybe they opted for the more intuitive one. Im not saying its better, just saying maybe that is why they chose that definition.
Maybe mono red decks will use this again as finishers!
But then again, these really work with Alpha Duals and Rav Duals.