To be fair, we've already had to do this. A green creature with trample won't assign all of its damage to the player when a creature with Pro:Green blocks it, the attacker still has to assign lethal damage (again, not the same thing as "the damage that actually kills it") to the blocking creature.
It's just that, now, we have to "trample" through each blocker, as well.
If you're looking to capitalize on a graveyard trigger or something, you could always order it so that the creature you're intending on targeting with your Firefiend comes last, and assign the combat damage through the rest of them. The attacking player gets to decide the order they have to go through the blockers in.Originally Posted by IBA
But your Pyroclasm example stands. And I still agree that we should be able to divvy up damage however we want.
Team Info-Ninjas: Ambition is a poor excuse for not having enough sense to be lazy.
My Videos: Chiron Beta Prime, Flickr, Re: Your Brains
Originally Posted by Slay
Actually you are allowed to assign damage to any creature you would like with Deathtouch. If you wanted to assign all your damage to creature number two (because killing creature number one, e.g. Murderous Redcap, would kill you), then you would be able to do that because Deathtouch obviously gives selective attacking abilities.
But with your example, you could just order the Redcap last, and assign all of the damage to the other blockers, even if the creature doesn't have deathtouch. So it's the same either way in that case, because the attacker still gets to select where the damage goes.
What we're losing is things like swinging your Nantuko Monestary into your opponent's two 4/4 Angels, assigning 2 first strike damage to each of them, and then playing Volcanic Fallout to kill both of them before they can deal damage to the Monastery.
And for all of the people saying "but that hardly ever comes up!": So what? If there's a system for assigning combat damage that covers every possible interaction that the one they're going to put into place does, and also allows for other interesting strategic interactions during combat, isn't it strictly superior?
Team Info-Ninjas: Ambition is a poor excuse for not having enough sense to be lazy.
My Videos: Chiron Beta Prime, Flickr, Re: Your Brains
Originally Posted by Slay
Just because the correct play is still able to be made does not mean that the incorrect plays should be taken away. If the game was mean to be played in such a bubble, then you and I would not be playing Magic. Instead Jon Finkel would be playing himself (or those crazy Japanese).
Team Info-Ninjas: Ambition is a poor excuse for not having enough sense to be lazy.
My Videos: Chiron Beta Prime, Flickr, Re: Your Brains
Originally Posted by Slay
Except that they're completely unlike any other permanent in the game, they were never in your hand, they don't go to your graveyard, they're not part of your deck or sideboard, and they come into play as things you will never control unless you play Brand.
There was absolutely nothing intuitive about the old token ownership rule.
Early one morning while making the round,
I took a shot of cocaine and I shot my woman down;
I went right home and I went to bed,
I stuck that lovin' .44 beneath my head.
Well, technically they do; they just cease to exist, right?they don't go to your graveyard
Ok, fine, technically, yes.
Early one morning while making the round,
I took a shot of cocaine and I shot my woman down;
I went right home and I went to bed,
I stuck that lovin' .44 beneath my head.
So if you Clone a Spawnwrithe token and attack with it and get a new token, that Spawnwrithe is yours and you can Brand it back if someone casts Control Magic on it?
I'm not entirely sure how that would work under the old rules (which I was a fan of), so maybe that's progress.
Your card created the token so yes, that token belonged to you. The Clone aspect is irrelevant.
For my confessions, they burned me with fire/
And found I was for endurance made
Team Info-Ninjas: Ambition is a poor excuse for not having enough sense to be lazy.
My Videos: Chiron Beta Prime, Flickr, Re: Your Brains
Originally Posted by Slay
Lethal damage is defined in the article (if not in the comprehensive rules) as "the creature's toughness minus the amount of damage already dealt to it." So, if you attack with one Monastery, they block with two Angels, you Fallout during the declare blockers step; they've each taken two. Monastery will only have to assign two damage to kill the first, then can assign two damage to the second.
I agree that I don't know how the new rules make first/double strike easier to explain though. I also feel like this is just a profoundly unwieldy way of casting spells during combat (as opposed to the old way), and I'm not sure why they made that more retarded in their effort to make damage-dealing between creatures more intuitive.
One also wonders, from a flavor standpoint; if we are sorcerers manipulating the creatures like puppets, how does it not make sense for one to hit the other, then do something before it dies? Play any first person shooter and name an instance where both combatants die simultaneously. In fact, name another game of any genre where two combatants in a melee can die simultaneously. Aren't creatures ostensibly meleeing? Isn't that the flavor excuse for equipment? Why shouldn't Magic be like that?
Jack's made a lot of valid points, and I'd like to say that even from a flavor point of view, I look at token creatures as being a representation of the memory/tie to that spell. This is magic, after all. Call of the Herd, Funeral Pyre, Hunted creatures, etc. flavorfully imply that a magical creature is summoned by the controller of the spell or ability that created it. (In the case of Hunted creatures, the adversary token creature(s) are a tie to the battle between the two.) It makes sense then, even from a flavor and intuitive point of view, that whomever controls the spell or ability that creates a token creature owns the tie to that creature.
So for example, it's fair then that Tel-Jilad Stylus (have you ever read the flavor text?) erases the memory of that fabled battle represented by the token of a Hunted creature. It's fair that Brand would reclaim all tokens and permanents that have an original tie to the brander, because supposedly they're "branded" when they're first created to have a tie to you as a magician/planeswalker.
I just can't find any explanation for how the new rule is intuitive.
My brother and I double KO'ed each other twice in the last two days while playing several Street Fighter variants.
My wife double KO'ed against Xanhast in the last act of Baldur's Gate: Dark Alliance II.
I get that intuitively the "double punch" doesn't really work very well, and Neo and Smith shouldn't send each other flying across the pavement bleh bleh bleh. I also realize that if you parse too much of this shit down to bits and pieces you end up with the startling realization that there aren't actually planeswalkers sitting around dueling each other in a faraway plane using their favorite monsters, tactictians and plant life from the various planes they've discovered and then the WHOLE GAME JUST GOES TO SHIT AAAUGH
In other words, there's enough suspense of disbelief built into the game that I think I can buy it when "mathematically equivalent" creatures enter into mortal combat together, there are no survivors. You sort of have to, I mean otherwise it's not a game.
Except that barring outside influence, the token's entire existence is on that side of the board.
You're confusing understandable with intuitive.
The olds rules were understandable, but not intuitive.
I'm pretty sure that's what happened under the old rules also.
And yes, it's stupid.
Early one morning while making the round,
I took a shot of cocaine and I shot my woman down;
I went right home and I went to bed,
I stuck that lovin' .44 beneath my head.
InfoNinjas
There are currently 1 users browsing this thread. (0 members and 1 guests)